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. |