Struct CameraData
Struct that holds settings related to camera.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public struct CameraData
Fields
Name | Description |
---|---|
allowHDROutput | True if this camera allow color conversion and encoding for high dynamic range displays. |
antialiasing | Controls the anti-alising mode used by the integrated post-processing stack.
When any other value other than |
antialiasingQuality | Controls the anti-alising quality of the anti-aliasing mode. antialiasingQuality AntialiasingMode |
backgroundColor | Final background color in the active color space. |
baseCamera | Camera at the top of the overlay camera stack |
camera | The camera component. |
cameraTargetDescriptor | Render texture settings used to create intermediate camera textures for rendering. |
cameraType | The camera type. CameraType |
captureActions | Provides set actions to the renderer to be triggered at the end of the render loop for camera capture. |
clearDepth | True if this camera should clear depth buffer. This setting only applies to cameras of type |
defaultOpaqueSortFlags | The sorting criteria used when drawing opaque objects by the internal URP render passes. When a GPU supports hidden surface removal, URP will rely on that information to avoid sorting opaque objects front to back and benefit for more optimal static batching. |
isDefaultViewport | True if this camera is drawing to a viewport that maps to the entire screen. |
isDitheringEnabled | If set to true a final post-processing pass will be applied to apply dithering. This can be combined with post-processing antialiasing. antialiasing |
isHdrEnabled | True if this camera should render to high dynamic range color targets. |
isStopNaNEnabled | If set to true, the integrated post-processing stack will replace any NaNs generated by render passes prior to post-processing with black/zero. Enabling this option will cause a noticeable performance impact. It should be used while in development mode to identify NaN issues. |
maxShadowDistance | Maximum shadow distance visible to the camera. When set to zero shadows will be disable for that camera. |
postProcessEnabled | True if post-processing is enabled for this camera. |
postProcessingRequiresDepthTexture | Returns true if post processing passes require depth texture. |
renderScale | Render scale to apply when creating camera textures. Scaled extents are rounded down to integers. |
renderType | The camera render type used for camera stacking. CameraRenderType |
renderer | Returns the current renderer used by this camera. ScriptableRenderer |
requiresDepthTexture | True if this camera requires to write _CameraDepthTexture. |
requiresOpaqueTexture | True if this camera requires to copy camera color texture to _CameraOpaqueTexture. |
resolveFinalTarget | True if this camera is resolving rendering to the final camera render target. When rendering a stack of cameras only the last camera in the stack will resolve to camera target. |
targetTexture | Controls the final target texture for a camera. If null camera will resolve rendering to screen. |
volumeLayerMask | The camera volume layer mask. |
volumeTrigger | The camera volume trigger. |
worldSpaceCameraPos | Camera position in world space. |
xrRendering | Returns true if XR rendering is enabled. |
Properties
Name | Description |
---|---|
hdrDisplayColorGamut | HDR Display Color Gamut |
hdrDisplayInformation | HDR Display information about the current display this camera is rendering to. |
isHDROutputActive | True if the Camera should output to an HDR display. |
isPreviewCamera | True if the camera rendering is for the preview window in the editor. |
isSceneViewCamera | True if the camera rendering is for the scene window in the editor. |
rendersOverlayUI | True if the Camera should render overlay UI. |
xr | XRPass holds the render target information and a list of XRView. XRView contains the parameters required to render (projection and view matrices, viewport, etc) |
Methods
Name | Description |
---|---|
GetGPUProjectionMatrix(int) | Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Includes camera jitter if required by active features.
Similar to |
GetGPUProjectionMatrixNoJitter(int) | Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Does not include any camera jitter.
Similar to |
GetProjectionMatrix(int) | Returns the camera projection matrix. Might be jittered for temporal features. |
GetViewMatrix(int) | Returns the camera view matrix. |
IsCameraProjectionMatrixFlipped() | True if the camera device projection matrix is flipped. This happens when the pipeline is rendering to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the matrix when rendering with for cmd.Draw* and reading from camera textures. |
IsHandleYFlipped(RTHandle) | True is the handle has its content flipped on the y axis. This happens only with certain rendering APIs. On those platforms, any handle will have its content flipped unless rendering to a backbuffer, however, the scene view will always be flipped. When transitioning from a flipped space to a non-flipped space - or vice-versa - the content must be flipped in the shader: shouldPerformYFlip = IsHandleYFlipped(source) != IsHandleYFlipped(target) |
IsRenderTargetProjectionMatrixFlipped(RTHandle, RTHandle) | True if the render target's projection matrix is flipped. This happens when the pipeline is rendering to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the matrix when rendering with for cmd.Draw* and reading from camera textures. |