Struct CameraData
상속된 멤버
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 |
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. |