Unity Camera Properties

Source: Internet
Author: User

Camera Properties

1.Clear Flags Clear tag: Determines which part of the screen will be cleared. When using multiple cameras to depict different game scenes, it is very convenient to use it.

2.Background Background: Applies the selected color to the remaining screen when all the elements in the lens are painted and no sky boxes are in place.

3.Culling Mask Suppress Mask: Contains or ignores the camera render object layer. Assigns a layer to an object in the view.

4.Projection projection: Toggles the camera's analog perspective.

(1) Perspective perspective: The camera will render the object in a completely perspective way.

(2) orthographic orthogonal: The camera renders the object evenly in a way that does not have a sense of perspective.

5.Field of view range: Camera's viewing angle width, and longitudinal angle dimensions.

6.Clipping Planes clipping plane: The distance from the camera to the start and stop rendering.

(1) Near close: begins to depict the closest point relative to the camera.

(2) Far away point: the point that begins to depict farthest from the camera.

7.Viewport Rect normalized View port rectangle: A four numeric value indicates that the camera's view will be drawn on the screen's social place, using the screen coordinate system (value 0-1).

(1) X camera View will be drawn at the starting point of the horizontal position

(2) Y camera View will draw the starting point of the vertical position

(3) W width: The width of the camera output to the screen

(4) H height: The height of the camera output to the screen

8.Depth Depth: The camera position in the drawing order, the camera with a larger value will be drawn on top of the noisy camera.

9.Rendering Path Render paths: This option defines the rendering method that the camera will use

(1) User player Settings uses the player settings: the camera will use the render path set in any of the player settings.

(2) Legacy Vertex lit vertex illumination: This camera renders all objects as vertex light objects.

(3) Forward fast rendering: All objects are rendered as one channel per material.

(4) Deferred delay illumination: All objects are plotted without illumination, and the illumination of all objects is rendered together at the end of the render queue.

10.Target Texture Render Textures: You can create a render texture to apply to the camera, then the camera view renders to rendertexture, which can be saved as PNG or used as a radar, or simply show the scene thumbnails in the GUI.

11.Occlusion culling occlusion culling.

12.HDR High Dynamic Range Image: Provides more dynamic range and image detail compared to normal images.

Unity Camera Properties

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