3D Basic Knowledge--01camera camera

Source: Internet
Author: User

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

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