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    Struct CameraData

    Struct that holds settings related to camera.

    상속된 멤버
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    네임스페이스: UnityEngine.Rendering.Universal
    어셈블리: solution.dll
    구문
    public struct CameraData

    필드

    이름 설명
    antialiasing

    Controls the anti-alising mode used by the integrated post-processing stack. When any other value other than AntialiasingMode.None is chosen, a final post-processing pass will be applied to apply anti-aliasing. This pass can be combined with dithering. AntialiasingMode isDitheringEnabled

    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 CameraRenderType.Overlay CameraRenderType

    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.

    프로퍼티

    이름 설명
    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)

    메서드

    이름 설명
    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 GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html

    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 GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html

    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.

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