카메라 레퍼런스
플레어 레이어

카메라

Cameras are the devices that capture and display the world to the player. By customizing and manipulating cameras, you can make the presentation of your game truly unique. You can have an unlimited number of cameras in a scene. They can be set to render in any order, at any place on the screen, or only certain parts of the screen.

프로퍼티

프로퍼티: 기능:
Clear Flags 화면의 어떤 부분을 클리어할지 여부를 결정합니다. 여러 카메라를 사용하여 다른 게임 요소를 그릴 때 유용합니다.
Background The color applied to the remaining screen after all elements in view have been drawn and there is no skybox.
Culling Mask Includes or omits layers of objects to be rendered by the Camera. Assigns layers to your objects in the Inspector.
Projection 퍼스펙티브를 시뮬레이션하는 카메라의 기능을 전환합니다.
        Perspective 카메라가 퍼스펙티브 그대로 오브젝트를 렌더링합니다.
        Orthographic Camera will render objects uniformly, with no sense of perspective. NOTE: Deferred rendering is not supported in Orthographic mode. Forward rendering is always used.
Size (when Orthographic is selected) Orthographic으로 설정한 경우, 카메라의 뷰 포인트 크기.
Field of view (when Perspective is selected) The width of the Camera’s view angle, measured in degrees along the local Y axis.
Clipping Planes 렌더링을 시작 및 중지할 카메라로부터의 거리.
        Near 그리기가 수행되는 카메라에 가장 가까운 점.
        Far 그리기가 수행되는 카메라에 가장 먼 점.
Normalized View Port Rect Four values that indicate where on the screen this camera view will be drawn. Measured in Screen Coordinates (values 0–1).
        X 카메라 뷰에 그려지는 시작의 수평 위치.
        Y 카메라 뷰에 그려지는 시작의 수직 위치.
        W (Width) 화면상 카메라의 출력 폭.
        H (Height) 화면상 카메라의 출력 높이.
Depth 그리기 순서에서의 카메라의 위치. 큰 값의 카메라가 값이 작은 카메라에 그려집니다.
Rendering Path 카메라가 사용하는 렌더링 방법을 정의하는 옵션.
        Use Player Settings 이 카메라는 Player Settings에서 설정한 Rendering Path 를 사용 합니다.
        Vertex Lit 이 카메라로 렌더링 된 오브젝트는 Vertex-Lit 오브젝트로써 렌더링됩니다.
        Forward 모든 오브젝트가 메테리얼당 하나의 패스로 렌더링됩니다.
        Deferred Lighting All objects will be drawn once without lighting, then lighting of all objects will be rendered together at the end of the render queue. NOTE: If the camera’s projection mode is set to Orthographic, this value is overridden, and the camera will always use Forward rendering.
Target Texture Reference to a Render Texture that will contain the output of the Camera view. Setting this reference will disable this Camera’s capability to render to the screen.
HDR HDR 카메라에서 하이 다이나믹 레인지 렌더링을 선택합니다.
Target Display Defines which external device to render to. Between 1 and 8.

상세정보

Cameras are essential for displaying your game to the player. They can be customized, scripted, or parented to achieve just about any kind of effect imaginable. For a puzzle game, you might keep the Camera static for a full view of the puzzle. For a first-person shooter, you would parent the Camera to the player character, and place it at the character’s eye level. For a racing game, you’d probably have the Camera follow your player’s vehicle.

You can create multiple Cameras and assign each one to a different Depth. Cameras are drawn from low Depth to high Depth. In other words, a Camera with a Depth of 2 will be drawn on top of a Camera with a depth of 1. You can adjust the values of the Normalized View Port Rectangle property to resize and position the Camera’s view onscreen. This can create multiple mini-views like missile cams, map views, rear-view mirrors, etc.

Render path

Unity supports different rendering paths. You should choose which one you use depending on your game content and target platform / hardware. Different rendering paths have different features and performance characteristics that mostly affect lights and shadows. The rendering path used by your project is chosen in Player Settings. Additionally, you can override it for each Camera.

For more information on rendering paths, check the rendering paths page.

Clear Flags

Each Camera stores color and depth information when it renders its view. The portions of the screen that are not drawn in are empty, and will display the skybox by default. When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more data as each Camera renders. As any particular Camera in your scene renders its view, you can set the Clear Flags to clear different collections of the buffer information. To do this, choose one of the following four options:

Skybox

This is the default setting. Any empty portions of the screen will display the current Camera’s skybox. If the current Camera has no skybox set, it will default to the skybox chosen in the Lighting Window (menu: Window > Lighting). It will then fall back to the Background Color. Alternatively a Skybox component can be added to the camera. If you want to create a new Skybox, you can use this guide.

Solid color

Any empty portions of the screen will display the current Camera’s Background Color.

Depth only

If you want to draw a player’s gun without letting it get clipped inside the environment, set one Camera at Depth 0 to draw the environment, and another Camera at Depth 1 to draw the weapon alone. Set the weapon Camera’s Clear Flags to depth only. This will keep the graphical display of the environment on the screen, but discard all information about where each object exists in 3-D space. When the gun is drawn, the opaque parts will completely cover anything drawn, regardless of how close the gun is to the wall.

총은 카메라의 깊이 버퍼를 그리기 전에 취소된 후, 마지막에 그려집니다
총은 카메라의 깊이 버퍼를 그리기 전에 취소된 후, 마지막에 그려집니다

Don’t clear

This mode does not clear either the color or the depth buffer. The result is that each frame is drawn over the next, resulting in a smear-looking effect. This isn’t typically used in games, and would more likely be used with a custom shader.

Clip Planes

The Near and Far Clip Plane properties determine where the Camera’s view begins and ends. The planes are laid out perpendicular to the Camera’s direction and are measured from its position. The Near plane is the closest location that will be rendered, and the Far plane is the furthest.

The clipping planes also determine how depth buffer precision is distributed over the scene. In general, to get better precision you should move the Near plane as far as possible.

Near 또는 Far 클립 플레인은 카메라의 뷰 필드에서 정의된 면과 함께 일반적으로 카메라의 절두체 로 알려져 있는 것을 설명합니다. Unity에서 오브젝트를 렌더링할 때 이 절두체 외부에 있는 오브젝트는 표시되지 않습니다. 이것은 절두체 컬링이라고 합니다. 절두체 컬링은 게임에서 오클루전 컬링이 사용되고 있는지 여부에 관계없이 발생합니다.

For performance reasons, you might want to cull small objects earlier. For example, small rocks and debris could be made invisible at much smaller distance than large buildings. To do that, put small objects into a separate layer and set up per-layer cull distances using Camera.layerCullDistances script function.

Culling Mask

The Culling Mask is used for selectively rendering groups of objects using Layers. More information on using layers can be found here.

Normalized Viewport Rectangles

Normalized Viewport Rectangle is specifically for defining a certain portion of the screen that the current camera view will be drawn upon. You can put a map view in the lower-right hand corner of the screen, or a missile-tip view in the upper-left corner. With a bit of design work, you can use Viewport Rectangle to create some unique behaviors.

It’s easy to create a two-player split screen effect using Normalized Viewport Rectangle. After you have created your two cameras, change both camera’s H values to be 0.5 then set player one’s Y value to 0.5, and player two’s Y value to 0. This will make player one’s camera display from halfway up the screen to the top, and player two’s camera start at the bottom and stop halfway up the screen.

Normalized Viewport Rectangle"에서 만든 2 플레이어용 표시
Normalized Viewport Rectangle"에서 만든 2 플레이어용 표시

Orthographic

Marking a Camera as Orthographic removes all perspective from the Camera’s view. This is mostly useful for making isometric or 2D games.

Note that fog is rendered uniformly in orthographic camera mode and may therefore not appear as expected. This is because the Z coordinate of the post-perspective space is used for the fog “depth”. This is not strictly accurate for an orthographic camera but it is used for its performance benefits during rendering.

Perspective 카메라
Perspective 카메라
Orthographic Camera 오브젝트는 여기서 거리에 따라 작아지는 일은 없습니다.
Orthographic Camera 오브젝트는 여기서 거리에 따라 작아지는 일은 없습니다.

Render Texture

This will place the camera’s view onto a Texture that can then be applied to another object. This makes it easy to create sports arena video monitors, surveillance cameras, reflections etc.

아레나 실황 카메라를 만드는 데 사용되는 Render Texture
아레나 실황 카메라를 만드는 데 사용되는 Render Texture

Target display

A camera has up to 8 target display settings. The camera can be controlled to render to one of up to 8 monitors. This is supported only on PC, Mac and Linux. In Game View the chosen display in the Camera Inspector will be shown.

힌트

  • 카메라는 다른 게임오브젝트 처럼 인스턴스화, 부모자식관계 설정 및 스크립팅이 가능합니다.
  • To increase the sense of speed in a racing game, use a high Field of View.
  • Cameras can be used in physics simulation if you add a Rigidbody Component.
  • 씬에서 사용할 수 있는 카메라의 수에는 제한이 없습니다.
  • Orthographic cameras are great for making 3D user interfaces.
  • If you are experiencing depth artifacts (surfaces close to each other flickering), try setting Near Plane to as large as possible.
  • 카메라는 게임 화면 및 Render Texture에 동시에 렌더링할 수 없습니다. 둘중 하나만 됩니다.
  • There’s an option of rendering a Camera’s view to a texture, called Render-to-Texture, for even more interesting effects.
  • Unity comes with pre-installed Camera scripts, found in Components > Camera Control. Experiment with them to get a taste of what’s possible.
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