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