PBR Layer View
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.
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.