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    Struct CameraPositionSettings

    Defines how the view matrix is provided to the camera.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Serializable]
    public struct CameraPositionSettings

    Fields

    Name Description
    default

    Default value.

    mode

    Which mode to use for computing the view matrix.

    position

    The world position of the camera during rendering.

    rotation

    The world rotation of the camera during rendering.

    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.

    Methods

    Name Description
    ComputeWorldToCameraMatrix()

    Compute the worldToCameraMatrix to use during rendering.

    GetUsedWorldToCameraMatrix()

    Compute the world to camera matrix to use.

    NewDefault()

    Default value.

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