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    목차 표시/숨기기

    Struct CameraData

    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
    [MovedFrom("UnityEngine.Rendering.LWRP")]
    public struct CameraData

    필드

    이름 설명
    antialiasing
    antialiasingQuality
    camera
    cameraTargetDescriptor
    cameraType
    captureActions
    clearDepth
    defaultOpaqueSortFlags
    isDefaultViewport
    isDitheringEnabled
    isHdrEnabled
    isSceneViewCamera

    True if the camera rendering is for the scene window in the editor

    isStereoEnabled
    isStopNaNEnabled
    maxShadowDistance
    postProcessEnabled
    renderScale
    renderType
    requiresDepthTexture
    requiresOpaqueTexture
    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
    volumeLayerMask
    volumeTrigger

    프로퍼티

    이름 설명
    isPreviewCamera

    True if the camera rendering is for the preview window in the editor

    메서드

    이름 설명
    GetGPUProjectionMatrix()

    Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. 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()

    Returns the camera projection matrix.

    GetViewMatrix()

    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.

    문서 개요
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