Unity3d (camera)

Source: Internet
Author: User

After creating a camera in unity, the flare layer, GUI layer, Audio Listener4 components are included in addition to the default with a transform component

  • Clearflags: Clears the tag and determines which part of the screen is cleared. Typically used for multiple cameras to depict different objects, there are three modes.

    • Skybox: Sky Box (default). Displays the Sky box for the current camera in the blank space of the screen, and displays the default background color If no Sky box is specified.
    • Solid Color: If the Sky box is not set, the background color set here is displayed by default.
    • Depth only: Depth only, this mode is used for objects that are not clipped.
    • Don't clear: This mode does not clear any color and or depth cache, but doing so renders each frame with the result superimposed on the next frame. Typically used in conjunction with custom shader (shaders).
  • Background: The color of the remaining screen is applied to all elements in the view after drawing, and without the sky box

  • Culling mask: rejects the mask and controls the rendered object based on the layer specified by the object.

  • Projection: Projection mode

    • Perspective (Perspective)
      • Field of view: field of view (parameters for perspective mode)
    • Orthogonal (orthographic)
      • Size when the camera is set to orthographic mode, the camera viewport is sized
  • Clipping Planes: Clipping plane, camera's render range. Near is the nearest point, far is the farthest point.

  • ViewPort Rect: A standard view rectangle with four numeric values to control the position and size of the camera's view in the screen, which uses the screen coordinate system with values between 0~1.
    X horizontal Position starting point
    Y Vertical Position starting point
    W width
    H height

  • Depth: Depth, used to control the rendering order of the camera, the camera with a large value will be rendered on the camera with a smaller value.
    This parameter can be a small map with viewport rect, similar to the map in the upper right corner of CF.

  • Rendering path: Renders the path, setting the camera's rendering method.

  • Use Player Settings: Using the settings in Project Settings>player

  • Vertex Lit: Vertex illumination, which renders all objects as vertex light objects.

  • Forward: Fast rendering, the camera renders all objects as one channel per material.

  • Deferredlighting: Delay illumination, first a non-illuminated rendering of all objects, the depth, normals, and highlight intensity of the geometry with a buffer of screen space, and the resulting buffer will be used to calculate the light and generate a new light information buffer. Finally, all objects are rendered again, and the content of the light information buffer is superimposed when rendered, which is only supported by the premium version.

  • Target Texture: The destination texture is only supported by the paid version.

  • HDR: High dynamic illumination rendering to enable high dynamic range rendering of the camera, because the light intensity of the range of the human eye is more sensitive, all with high dynamic range rendering can make the scene more realistic, light changes will not appear too abrupt.

  • Reference
    Unity3d Saint-Canon (camera)
    The young head of the White (Glviewport () function and the understanding of the Glortho () function (EXT))
    Sinom (OpenGL function thinking-gluperspective)

Unity3d (camera)

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