Any 3D picture is made up of two basic parts: the viewer/camera and the observed object
Camera Cameras
Clear flags: Clears the mark: determines which part of the screen will be cleared, which is typically used to draw different game objects using multiple cameras
Skybox: Sky box, this mode is the default setting, in the screen summary blank section will display the current camera's Sky box, if the current camera does not set the Sky box, it will default to use the background color
Solid color: Solid color, when selected, a blank portion of the screen displays the background color of the current camera
Depth only: Depth camera, render only captured images
Don ' t clear: do not clear, each frame of the render screen superimposed on the previous frame screen
Background: Background color
Culling mask: mask culling, the camera will see the checked layer, ignoring the unchecked layer
Projection: Projection mode
Perspective: Perspective, the camera renders the screen in perspective, and the shooting area is a truncated cone
Orthographic: Orthogonal, the camera renders the picture in orthogonal mode, the shooting area is a box
Field of view: View range of Perspective mode
Size: orthographic mode camera viewport size
Clipping Planes: Clipping plane
Near: Closest point, visible area distance from camera nearest point
Far: Visible area farthest from the camera point
Viewport Rect: The viewport rectangle, determines the camera screen display in the area of the screen, the parameters x, Y determines the area starting point, W, H determines the area width is high, the screen coordinate system is the bottom left corner is the Origin x=0,y=0, the screen at the top Y=1 the right side of the screen x=1
Depth: This is used to control the rendering priority of multiple cameras, the higher the value priority, the greater the priority of the camera screen will be covered in the lower priority camera screen
Rendering path: Render path that specifies the rendering method for the camera
Use Player Settings: The camera will be rendered using the settings that are set in Project Settings under Player
Forward: Fast rendering, the camera renders all game objects as one channel per material
Deferred: Delayed illumination, the camera first renders all game objects without illumination and then renders the light
Legacy Vertex Lit: Vertex illumination, the camera renders all game objects as vertex light objects
Legacy Deferred (light prepass) old delayed illumination
Target Texture: Targets a texture that outputs a camera image to a map instead of a screen, which can be used to achieve pip or paint effects
Occlusion culling: whether to remove the part of the object from the camera
HDR: High dynamic illumination rendering, which enables high dynamic range rendering of the camera, because the human eye is more sensitive to low light intensity, so using high dynamic range rendering can make the scene more realistic, and the illumination changes will not appear too abrupt
Camera projection
Projection projection parameters have perspective perspective and orthographic orthogonal two options
1 Perspective Camera
Field of view is the perspective camera's field of view, the default value is 60, changing this value to observe the change in the shape of the truncated cone
The smaller the value, the narrower the truncated vertebral body, the smaller the field of vision, the larger the value, the wider the cutting cone, the greater the field of vision, the change of the near and far of the clipping planes, and the observation of the truncated cone.
2 quadrature camera
Set the projection of the main camera to orthographic, and in Scene view, the orthogonal camera can see a cuboid, resize the near and far of the size and clipping planes and observe the change of the box
3D Basic Knowledge--01camera camera