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HDRPCamera.md

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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.

This is the HD version of the camera used in Hight Definition Render Pipeline. You can see it by the component HDAdditionalCameraData. Note that even if displayed here, some camera's elements will be in HDAdditionalCameraData when you use camera in scripts.

You can basically find same elements than in a Standard Unity Camera but they have been sorted by their purpose.

Camera Inspector Image

General                         
  Clear Mode As standard Camera's ClearFlag except that have the clear depth option separated for more flexibility. Determine how to clear the currently rendered image.
  Background Color As standard Camera's Background except the color is always HDR. Used when no Sky or when Clear Mode set to Background Color
  Clear Depth When enable, depth buffer is cleared. Depth buffer is used to know what scene object should be rendered over which one.
  Culling Mask As standard Camera's Culling Mask. It allows to hide element of scene in non selected layers.
  Volume Anchor Override Used to override the application point for Volume. If None, camera position is used. See Volumes for additional information.
  Occlusion Culling As standard Camera's Occlusion Culling.
  Projection As standard Camera's Projection. Toggles the camera’s capability to simulate perspective.
  Size (when Projection is Orthographique) As standard Camera's Size. It is the projection box size.
  Field Of view (when Projection is Perspective) As standard Camera's Field of view. It is the Camera view angle.
  Clipping Planes As standard Camera's Clipping Planes. Distances from the camera to start and stop rendering.
  Rendering Path Allows to use rendering parameter chosen in current High Definition Render Pipeline Asset or override them for this particular camera. Custom value will add a lot of fields to this component. See Frame Settings for more information. Note that the fomer Allow MSAA is inside them.
Output Settings
  Target Display As standard Camera's Target Display. Allow to choose on which screen display the acquired image.
  Target Texture As standard Camera's Target Texture. For storing the acquired image in a RenderTexture.
  Depth As standard Camera's Depth. The camera’s position in the draw order.
  ViewPort Rect As standard Camera's Viewport Rect. Indicate where on the to write in the rendered image.

Additional info regarding standard camera option

  • Physical Camera: not yet supported (work on it currently done).
  • Allow MSAA: could be found now in Frame Settings. Use a Custom Rendering Path to override it for this camera.
  • Allow HDR: this version of the camera always enable HDR.
  • Allow Dynamic Resolution: dynamic resolution is not supported at the moment.

Additional information on RenderingPath

  • Use Graphics Settings means it will use the Frame Settings of the current High Definition Render Pipeline Asset.
  • Custom will allow you to have a specific Frame Settings configuration for this particular camera. You need to redefine every parameters.
  • Fullscreen Passthrough means that this camera will be rendered on fullscreen skipping almost every part of the rendering pipeline. This is usefull for example to display cinematic with this camera.