Unity3d-camera components (cameras)-Tonge

Source: Internet
Author: User

After creating a caaera in unity, there are 4 components, including the flare layer, GUI layer, Audio listener, and so on, in addition to the default with a transform component, as shown below.

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). Culling mask: rejects 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 (parameters of Perspective mode) Clipping Planes: Clipping plane, camera's render range. Near is the nearest point, far is the farthest point. Normalized view Port 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 and the value is between 0~1. X horizontal position Start Y vertical position start W width H height Depth: depth, used to control the rendering order of the camera, the large-value camera will be rendered on top of the smaller-value camera. This parameter can be a small map with normalized View Port rect, similar to the top right corner of CF map. Rendering path: Renders the path, setting the camera's rendering method. Use Player Settings: Uses the settings in Project Settings>player Vertex Lit: Vertex lighting to render 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 allows the scene to becomeMore real, the changes in light will not appear too abrupt.

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Camera introduction is here, and the next chapter describes the particle system.

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