PBR Layer View

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Isolates one physical shading channel at a time, for checking exactly what a material is contributing. Final is the normal, fully-composited PBR result; every other entry replaces the viewport with just that one channel:

Albedo, Normal, Metallic, Roughness, Ambient Occlusion, Emissive, Bump Map, Opacity, Specular F0, Anisotropic.

A mosaic of one model's Albedo, Normal, Metallic, Roughness, Ambient Occlusion, and Emissive channels shown side by side using PBR Layer View's radio buttons
One model's Albedo, Normal, Metallic, Roughness, AO, and Emissive channels, isolated side by side in PBR Layer View.

Albedo, Normal, Metallic, Roughness, Ambient Occlusion, Emissive and Specular F0 always have at least a factor or a derived value to show, so they stay permanently selectable. Bump Map, Opacity and Anisotropic grey out instead when the displayed mesh has no data behind them — a flat, meaningless field would otherwise read as a broken view rather than as "this model simply has none of this."

The selected layer resets to Final every time the app launches; it's deliberately not saved with your other preferences, so nobody reopens the app stuck on a debug channel by accident.