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.  |