Camera Node
Description
Provides access to various parameters of the Camera currently being used for rendering. This is comprised of values the Camera's GameObject, such as Position and Direction, as well as various projection parameters.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
Position | Output | Vector 3 | None | Position of the Camera's GameObject in world space |
Direction | Output | Vector 3 | None | The Camera's forward vector direction |
Orthographic | Output | Vector 1 | None | Returns 1 if the Camera is orthographic, otherwise 0 |
Near Plane | Output | Vector 1 | None | The Camera's near plane distance |
Far Plane | Output | Vector 1 | None | The Camera's far plane distance |
Z Buffer Sign | Output | Vector 1 | None | Returns -1 when using a reversed Z Buffer, otherwise 1 |
Width | Output | Vector 1 | None | The Camera's width if orthographic |
Height | Output | Vector 1 | None | The Camera's height if orthographic |
Generated Code Example
The following example code represents one possible outcome of this node.
float3 _Camera_Position = _WorldSpaceCameraPos;
float3 _Camera_Direction = -1 * mul(UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)) [2].xyz);
float _Camera_Orthographic = unity_OrthoParams.w;
float _Camera_NearPlane = _ProjectionParams.y;
float _Camera_FarPlane = _ProjectionParams.z;
float _Camera_ZBufferSign = _ProjectionParams.x;
float _Camera_Width = unity_OrthoParams.x;
float _Camera_Height = unity_OrthoParams.y;