Struct CameraPositionSettings
Defines how the view matrix is provided to the camera.
Namespace: UnityEngine.Rendering.HighDefinition
Syntax
[Serializable]
public struct CameraPositionSettings
Fields
default
Default value.
Declaration
[Obsolete("Since 2019.3, use CameraPositionSettings.NewDefault() instead.")]
public static readonly CameraPositionSettings default
Field Value
Type | Description |
---|---|
CameraPositionSettings |
mode
Which mode to use for computing the view matrix.
Declaration
public CameraPositionSettings.Mode mode
Field Value
Type | Description |
---|---|
CameraPositionSettings.Mode |
position
The world position of the camera during rendering.
Declaration
public Vector3 position
Field Value
Type | Description |
---|---|
Vector3 |
rotation
The world rotation of the camera during rendering.
Declaration
public Quaternion rotation
Field Value
Type | Description |
---|---|
Quaternion |
worldToCameraMatrix
The world to camera matrix to use.
Important: This matrix must be in right-hand standard. Take care that Unity's transform system follow left-hand standard.
Declaration
public Matrix4x4 worldToCameraMatrix
Field Value
Type | Description |
---|---|
Matrix4x4 |
Methods
ComputeWorldToCameraMatrix()
Compute the worldToCameraMatrix to use during rendering.
Declaration
public Matrix4x4 ComputeWorldToCameraMatrix()
Returns
Type | Description |
---|---|
Matrix4x4 | The worldToCameraMatrix. |
GetUsedWorldToCameraMatrix()
Compute the world to camera matrix to use.
Declaration
public Matrix4x4 GetUsedWorldToCameraMatrix()
Returns
Type | Description |
---|---|
Matrix4x4 | The world to camera matrix to use. |
NewDefault()
Default value.
Declaration
public static CameraPositionSettings NewDefault()
Returns
Type | Description |
---|---|
CameraPositionSettings | The default value. |