![]() The portions of the screen that are not drawn in are empty, and will display the skybox by default. Clear FlagsĮach Camera stores color and depth information when it renders its view. Additionally, you can override it for each Camera.įor more info on rendering paths, check the rendering paths page. The rendering Path used by your project is chosen in Player Settings. Different rendering paths have different features and performance characteristics that mostly affect Lights and Shadows. You should choose which one you use depending on your game content and target platform / hardware. Unity supports different Rendering Paths. This can create multiple mini-views like missile cams, map views, rear-view mirrors, etc. You can adjust the values of the Normalized View Port Rectangle property to resize and position the Camera’s view onscreen. In other words, a Camera with a Depth of 2 will be drawn on top of a Camera with a depth of 1. ![]() Cameras are drawn from low Depth to high Depth. You can create multiple Cameras and assign each one to a different Depth. For a racing game, you’d likely want to have the Camera follow your player’s vehicle. 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 puzzle game, you might keep the Camera static for a full view of the puzzle. They can be customized, scripted, or parented to achieve just about any kind of effect imaginable. Between 1 and 8.Ĭameras are essential for displaying your game to the player. Making this reference will disable this Camera’s capability to render to the screen.Įnables High Dynamic Range rendering for this camera. Reference to a Render Texture that will contain the output of the Camera view. NOTE: If the camera’s projection mode is set to Orthographic, this value is overridden, and the camera will always use Forward rendering. This camera will use whichever Rendering Path is set in the Player Settings.Īll objects rendered by this camera will be rendered as Vertex-Lit objects.Īll objects will be rendered with one pass per material.Īll objects will be drawn once without lighting, then lighting of all objects will be rendered together at the end of the render queue. Options for defining what rendering methods will be used by the camera. Cameras with a larger value will be drawn on top of cameras with a smaller value. Height of the camera output on the screen. Width of the camera output on the screen. The beginning vertical position that the camera view will be drawn. The beginning horizontal position that the camera view will be drawn. The furthest point relative to the camera that drawing will occur.įour values that indicate where on the screen this camera view will be drawn, in Screen Coordinates (values 0–1). The closest point relative to the camera that drawing will occur. Width of the Camera’s view angle, measured in degrees along the local Y axis.ĭistances from the camera to start and stop rendering. ![]() The viewport size of the Camera when set to Orthographic.įield of view (when Perspective is selected) NOTE: Deferred rendering is not supported in Orthographic mode. Toggles the camera’s capability to simulate perspective.Ĭamera will render objects with perspective intact.Ĭamera will render objects uniformly, with no sense of perspective. ![]() Assign layers to your objects in the Inspector. Include or omit layers of objects to be rendered by the Camera. This is handy when using multiple Cameras to draw different game elements.Ĭolor applied to the remaining screen after all elements in view have been drawn and there is no skybox. Properties Property:ĭetermines which parts of the screen will be cleared. They can be set to render in any order, at any place on the screen, or only certain parts of the screen. You can have an unlimited number of cameras in a scene. By customizing and manipulating cameras, you can make the presentation of your game truly unique. Cameras are the devices that capture and display the world to the player.
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