Diagnostics provides a way to test out parts of the graph by displaying the relevant map data in the view-port. In this fashion, diagnostics is very much like a viewing mode, and should be disabled when it's not being used.
When the Mesh Data is toggle in the Diagnostics section, you can preview the wrapping method of the maps in the Mesh Data section onto the object, including the Ambient Occlusion, Height, Normal, Color ID and WS Normal maps. It is very useful, especially for viewing the proportions of different materials assigned on the surfaces of the object.
Maps of the object in Mesh Data |
Original Look |
Ambient Occlusion |
Height |
Normal |
Color ID |
WS Normal |
When the Material Textures is toggle in the Diagnostics section, you can preview the finally calculated output for the texture channels of the object's material, including the Diffuse, Base Color, Normal, Specular, Emissive, Roughness, Metallic, AO, Height and Opacity maps.
For Traditional Shader Type:
Diffuse |
Opacity |
Bump (and Normal) |
AO |
Specular |
Height (for Displacement) |
You can check out the channels by switching to the Traditional Shader Type in the Material tab of the Modify panel.
For PBR Shader Type:
Base Color |
Normal |
Emissive |
Roughness |
Metallic |
AO |
Height (for Displacement) |
Opacity |
You can check out the channels by switching to the PBR Shader Type in the Material tab of the Modify panel.