Camera

class in UnityEngine

/

다음으로부터 상속:Behaviour

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설명

A Camera is a device through which the player views the world.

A screen space point is defined in pixels. The bottom-left of the screen is (0,0); the right-top is (pixelWidth,pixelHeight). The z position is in world units from the Camera.

A viewport space point is normalized and relative to the Camera. The bottom-left of the Camera is (0,0); the top-right is (1,1). The z position is in world units from the Camera.

A world space point is defined in global coordinates (for example, Transform.position).

See Also: camera component.

정적 변수

allCamerasReturns all enabled cameras in the Scene.
allCamerasCountThe number of cameras in the current Scene.
currentThe camera we are currently rendering with, for low-level render control only (Read Only).
mainThe first enabled camera tagged "MainCamera" (Read Only).
onPostRenderEvent that is fired after any camera finishes rendering.
onPreCullEvent that is fired before any camera starts culling.
onPreRenderEvent that is fired before any camera starts rendering.

변수

activeTextureGets the temporary RenderTexture target for this Camera.
actualRenderingPathThe rendering path that is currently being used (Read Only).
allowDynamicResolutionDynamic Resolution Scaling.
allowHDRHigh dynamic range rendering.
allowMSAAMSAA rendering.
areVRStereoViewMatricesWithinSingleCullToleranceDetermines whether the stereo view matrices are suitable to allow for a single pass cull.
aspectThe aspect ratio (width divided by height).
backgroundColorThe color with which the screen will be cleared.
cameraToWorldMatrixMatrix that transforms from camera space to world space (Read Only).
cameraTypeIdentifies what kind of camera this is.
clearFlagsHow the camera clears the background.
clearStencilAfterLightingPassShould the camera clear the stencil buffer after the deferred light pass?
commandBufferCountNumber of command buffers set up on this camera (Read Only).
cullingMaskThis is used to render parts of the Scene selectively.
cullingMatrixSets a custom matrix for the camera to use for all culling queries.
depthCamera's depth in the camera rendering order.
depthTextureModeHow and if camera generates a depth texture.
eventMaskMask to select which layers can trigger events on the camera.
farClipPlaneThe far clipping plane distance.
fieldOfViewThe field of view of the camera in degrees.
focalLengthThe camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties.
forceIntoRenderTextureShould camera rendering be forced into a RenderTexture.
gateFitThere are two gates for a camera, the sensor gate and the resolution gate. The physical camera sensor gate is defined by the sensorSize property, the resolution gate is defined by the render target area.
layerCullDistancesPer-layer culling distances.
layerCullSphericalHow to perform per-layer culling for a Camera.
lensShiftThe lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size.
nearClipPlaneThe near clipping plane distance.
nonJitteredProjectionMatrixGet or set the raw projection matrix with no camera offset (no jittering).
opaqueSortModeOpaque object sorting mode.
orthographicIs the camera orthographic (true) or perspective (false)?
orthographicSizeCamera's half-size when in orthographic mode.
pixelHeightHow tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only).
pixelRectWhere on the screen is the camera rendered in pixel coordinates.
pixelWidthHow wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only).
previousViewProjectionMatrixGet the view projection matrix used on the last frame.
projectionMatrixSet a custom projection matrix.
rectWhere on the screen is the camera rendered in normalized coordinates.
renderingPathThe rendering path that should be used, if possible.
scaledPixelHeightHow tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only).
scaledPixelWidthHow wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only).
sceneIf not null, the camera will only render the contents of the specified Scene.
sensorSizeThe size of the camera sensor, expressed in millimeters.
stereoActiveEyeReturns the eye that is currently rendering. If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left.
stereoConvergenceDistance to a point where virtual eyes converge.
stereoEnabledStereoscopic rendering.
stereoSeparationThe distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect.
stereoTargetEyeDefines which eye of a VR display the Camera renders into.
targetDisplaySet the target display for this Camera.
targetTextureDestination render texture.
transparencySortAxisAn axis that describes the direction along which the distances of objects are measured for the purpose of sorting.
transparencySortModeTransparent object sorting mode.
useJitteredProjectionMatrixForTransparentRenderingShould the jittered matrix be used for transparency rendering?
useOcclusionCullingWhether or not the Camera will use occlusion culling during rendering.
usePhysicalPropertiesEnable [UsePhysicalProperties] to use physical camera properties to compute the field of view and the frustum.
velocityGet the world-space speed of the camera (Read Only).
worldToCameraMatrixMatrix that transforms from world to camera space.

Public 함수

AddCommandBufferAdd a command buffer to be executed at a specified place.
AddCommandBufferAsyncAdds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.
CalculateFrustumCornersGiven viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth.
CalculateObliqueMatrixCalculates and returns oblique near-plane projection matrix.
CopyFromMakes this camera's settings match other camera.
CopyStereoDeviceProjectionMatrixToNonJitteredSets the non-jittered projection matrix, sourced from the VR SDK.
GetCommandBuffersGet command buffers to be executed at a specified place.
GetStereoNonJitteredProjectionMatrixGets the non-jittered projection matrix of a specific left or right stereoscopic eye.
GetStereoProjectionMatrixGets the projection matrix of a specific left or right stereoscopic eye.
GetStereoViewMatrixGets the left or right view matrix of a specific stereoscopic eye.
RemoveAllCommandBuffersRemove all command buffers set on this camera.
RemoveCommandBufferRemove command buffer from execution at a specified place.
RemoveCommandBuffersRemove command buffers from execution at a specified place.
RenderRender the camera manually.
RenderToCubemapRender into a static cubemap from this camera.
RenderWithShaderRender the camera with shader replacement.
ResetRevert all camera parameters to default.
ResetAspectRevert the aspect ratio to the screen's aspect ratio.
ResetCullingMatrixMake culling queries reflect the camera's built in parameters.
ResetProjectionMatrixMake the projection reflect normal camera's parameters.
ResetReplacementShaderRemove shader replacement from camera.
ResetStereoProjectionMatricesReset the camera to using the Unity computed projection matrices for all stereoscopic eyes.
ResetStereoViewMatricesReset the camera to using the Unity computed view matrices for all stereoscopic eyes.
ResetTransparencySortSettingsResets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera.
ResetWorldToCameraMatrixMake the rendering position reflect the camera's position in the Scene.
ScreenPointToRayReturns a ray going from camera through a screen point.
ScreenToViewportPointTransforms position from screen space into viewport space.
ScreenToWorldPointTransforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy.
SetReplacementShaderMake the camera render with shader replacement.
SetStereoProjectionMatrixSets a custom projection matrix for a specific stereoscopic eye.
SetStereoViewMatrixSets a custom view matrix for a specific stereoscopic eye.
SetTargetBuffersSets the Camera to render to the chosen buffers of one or more RenderTextures.
ViewportPointToRayReturns a ray going from camera through a viewport point.
ViewportToScreenPointTransforms position from viewport space into screen space.
ViewportToWorldPointTransforms position from viewport space into world space.
WorldToScreenPointTransforms position from world space into screen space.
WorldToViewportPointTransforms position from world space into viewport space.

정적 함수

CalculateProjectionMatrixFromPhysicalProperties Calculates the projection matrix from focal length, sensor size, lens shift, near plane distance, far plane distance, and Gate fit parameters. To calculate the projection matrix without taking Gate fit into account, use Camera.GateFitMode.None . See Also: GateFitParameters
GetAllCamerasFills an array of Camera with the current cameras in the Scene, without allocating a new array.

메시지

OnPostRenderOnPostRender is called after a camera has finished rendering the Scene.
OnPreCullOnPreCull is called before a camera culls the Scene.
OnPreRenderOnPreRender is called before a camera starts rendering the Scene.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the Scene.
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible.

델리게이트

CameraCallbackDelegate type for camera callbacks.

상속된 멤버

변수

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.