Resources for using cameras in the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP).
Page | Description |
---|---|
Introduction to cameras in URP | Understand how to use and configure cameras in URP. |
Camera render types | Resources and techniques for the Base and Overlay camera types in URP. |
Multiple cameras | Set up and use more than one camera in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary to use in a camera stack, a split screen effect, or post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess See in Glossary. |
Camera render order | Understand the order in which URP clears camera buffers and performs culling and rendering operations. |
Motion vectors | Resources for outputting and reading a texture with data about object motion in the camera view. |
Upscaling resolution in URP with Spatial-Temporal Post-processing | Resources about using Spatial-Temporal Post-Processing (STP) to upscale resolution. |
Access camera data with the Universal Additional Camera Data component in URP | Use the Universal Additional Camera Data component to customise a camera’s behavior. |
Camera Inspector windows reference for URP | Explore the properties in the Camera and Physical Camera component windows to customize cameras. |
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