[Original] unity3d deep dive-camera components (CAMERA)

Source: Internet
Author: User

After creating a caaera in unity, in addition to a transform component by default, four components, such as the flare layer, Gui layer, and audio listener, will be included.

  • Clearflags: indicates the clear flag. It determines which part of the screen is cleared. It is generally used for multiple cameras to depict different objects. There are three modes.
    • Skybox: The sky box (default ). The current camera's sky box is displayed in the blank area. If no sky box is specified, the default background color is displayed.
    • Solid color: If no sky box is set, the background color set here is displayed by default.
    • Depth only: Only depth. This mode is used to disable cropping of objects.
    • Don't clear: do not clear. This mode does not know any color or depth cache, but the rendering results of each frame will be superimposed on the next frame. It is generally used in combination with a custom shader.
  • Culling mask: removes the mask and controls the rendered object based on the layer specified by the object.
  • Projection: projection method, divided into perspective and orthogonal.
    • Field of view: field of view range (perspective mode parameters)
  • Clipping planes: Specifies the cropping plane and the rendering range of the camera. Near is the closest point, and far is the farthest point.
  • Normalized view port rect: Standard view rectangle. Four values are used to control the position and size of the camera's view on the screen. The value ranges from 0 ~ Between 1.
    • X horizontal position start point
    • Y vertical position start point
    • W width
    • H height
  • Depth: depth, used to control the Rendering sequence of the camera. A large camera will be rendered on a smaller camera.
    • This parameter can be used as a small map with the normalized view port rect, similar to the map in the upper right corner of CF.
  • Rendering path: Specifies the rendering path of the camera.
    • Use player settings: Use settings in Project Settings> player
    • Vertex illumination: vertices illumination. All objects are rendered as vertex illumination objects.
    • Forward: Quick rendering. The camera will render all objects in one channel for each material.
    • Deferredlighting, A new light information buffer is generated at the same time. Finally, all objects are rendered again, and the content of the illumination information buffer is superimposed during rendering. This function is only supported by paid versions.
  • Target texture: Target texture, which is only supported by paid versions.
  • HDR: highly dynamic illumination rendering, used to enable the camera's high dynamic range rendering function, because the human eye is more sensitive to the illumination intensity of the range, all use high dynamic range rendering can make the scene more realistic, the changes in illumination are not too abrupt.

The introduction of camera is here. The next chapter introduces particle systems.

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