diff --git a/Source/Engine/Graphics/Enums.h b/Source/Engine/Graphics/Enums.h
index 55398accb..edfc19867 100644
--- a/Source/Engine/Graphics/Enums.h
+++ b/Source/Engine/Graphics/Enums.h
@@ -1004,15 +1004,20 @@ API_ENUM(Attributes="Flags") enum class ViewFlags : int64
///
ContactShadows = 1 << 24,
+ ///
+ /// Shows/hides the Global Sign Distant Fields rendering.
+ ///
+ GlobalSDF = 1 << 25,
+
///
/// Default flags for Game.
///
- DefaultGame = Reflections | DepthOfField | Fog | Decals | MotionBlur | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows,
+ DefaultGame = Reflections | DepthOfField | Fog | Decals | MotionBlur | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows | GlobalSDF,
///
/// Default flags for Editor.
///
- DefaultEditor = Reflections | Fog | Decals | DebugDraw | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | EditorSprites | ContactShadows,
+ DefaultEditor = Reflections | Fog | Decals | DebugDraw | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | EditorSprites | ContactShadows | GlobalSDF,
///
/// Default flags for materials/models previews generating.
diff --git a/Source/Engine/Renderer/Renderer.cpp b/Source/Engine/Renderer/Renderer.cpp
index e59694ecd..0c04ae62f 100644
--- a/Source/Engine/Renderer/Renderer.cpp
+++ b/Source/Engine/Renderer/Renderer.cpp
@@ -345,7 +345,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
#endif
// Global SDF rendering (can be used by materials later on)
- if (graphicsSettings->EnableGlobalSDF)
+ if (graphicsSettings->EnableGlobalSDF && view.Flags & ViewFlags::GlobalSDF)
{
GlobalSignDistanceFieldPass::BindingData bindingData;
GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingData);