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    Struct CameraData

    Struct that holds settings related to camera.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering.Universal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public struct CameraData

    Properties

    allowHDROutput

    True if this camera allow color conversion and encoding for high dynamic range displays.

    Declaration
    public ref bool allowHDROutput { get; }
    Property Value
    Type Description
    bool

    antialiasing

    Controls the anti-alising mode used by the integrated post-processing stack. When any other value other than AntialiasingMode.None is chosen, a final post-processing pass will be applied to apply anti-aliasing. This pass can be combined with dithering. AntialiasingMode isDitheringEnabled

    Declaration
    public ref AntialiasingMode antialiasing { get; }
    Property Value
    Type Description
    AntialiasingMode

    antialiasingQuality

    Controls the anti-alising quality of the anti-aliasing mode. antialiasingQuality AntialiasingMode

    Declaration
    public ref AntialiasingQuality antialiasingQuality { get; }
    Property Value
    Type Description
    AntialiasingQuality

    backgroundColor

    Final background color in the active color space.

    Declaration
    public ref Color backgroundColor { get; }
    Property Value
    Type Description
    Color

    baseCamera

    Camera at the top of the overlay camera stack

    Declaration
    public ref Camera baseCamera { get; }
    Property Value
    Type Description
    Camera

    camera

    The camera component.

    Declaration
    public ref Camera camera { get; }
    Property Value
    Type Description
    Camera

    cameraTargetDescriptor

    Render texture settings used to create intermediate camera textures for rendering.

    Declaration
    public ref RenderTextureDescriptor cameraTargetDescriptor { get; }
    Property Value
    Type Description
    RenderTextureDescriptor

    cameraType

    The camera type. CameraType

    Declaration
    public ref CameraType cameraType { get; }
    Property Value
    Type Description
    CameraType

    captureActions

    Provides set actions to the renderer to be triggered at the end of the render loop for camera capture.

    Declaration
    public ref IEnumerator<Action<RenderTargetIdentifier, CommandBuffer>> captureActions { get; }
    Property Value
    Type Description
    IEnumerator<Action<RenderTargetIdentifier, CommandBuffer>>

    clearDepth

    True if this camera should clear depth buffer. This setting only applies to cameras of type CameraRenderType.Overlay CameraRenderType

    Declaration
    public ref bool clearDepth { get; }
    Property Value
    Type Description
    bool

    defaultOpaqueSortFlags

    The sorting criteria used when drawing opaque objects by the internal URP render passes. When a GPU supports hidden surface removal, URP will rely on that information to avoid sorting opaque objects front to back and benefit for more optimal static batching.

    Declaration
    public ref SortingCriteria defaultOpaqueSortFlags { get; }
    Property Value
    Type Description
    SortingCriteria
    See Also
    SortingCriteria

    hdrDisplayColorGamut

    HDR Display Color Gamut

    Declaration
    public ColorGamut hdrDisplayColorGamut { get; }
    Property Value
    Type Description
    ColorGamut

    hdrDisplayInformation

    HDR Display information about the current display this camera is rendering to.

    Declaration
    public HDROutputUtils.HDRDisplayInformation hdrDisplayInformation { get; }
    Property Value
    Type Description
    HDROutputUtils.HDRDisplayInformation

    historyManager

    The camera history texture manager. Used to access camera history from a ScriptableRenderPass.

    Declaration
    public ref UniversalCameraHistory historyManager { get; }
    Property Value
    Type Description
    UniversalCameraHistory
    See Also
    ScriptableRenderPass

    isAlphaOutputEnabled

    True if this camera writes the alpha channel. Requires to color target to have an alpha channel.

    Declaration
    public ref bool isAlphaOutputEnabled { get; }
    Property Value
    Type Description
    bool

    isDefaultViewport

    True if this camera is drawing to a viewport that maps to the entire screen.

    Declaration
    public ref bool isDefaultViewport { get; }
    Property Value
    Type Description
    bool

    isDitheringEnabled

    If set to true a final post-processing pass will be applied to apply dithering. This can be combined with post-processing antialiasing. antialiasing

    Declaration
    public ref bool isDitheringEnabled { get; }
    Property Value
    Type Description
    bool

    isHDROutputActive

    True if the Camera should output to an HDR display.

    Declaration
    public bool isHDROutputActive { get; }
    Property Value
    Type Description
    bool

    isHdrEnabled

    True if this camera should render to high dynamic range color targets.

    Declaration
    public ref bool isHdrEnabled { get; }
    Property Value
    Type Description
    bool

    isPreviewCamera

    True if the camera rendering is for the preview window in the editor.

    Declaration
    public bool isPreviewCamera { get; }
    Property Value
    Type Description
    bool

    isSceneViewCamera

    True if the camera rendering is for the scene window in the editor.

    Declaration
    public bool isSceneViewCamera { get; }
    Property Value
    Type Description
    bool

    isStopNaNEnabled

    If set to true, the integrated post-processing stack will replace any NaNs generated by render passes prior to post-processing with black/zero. Enabling this option will cause a noticeable performance impact. It should be used while in development mode to identify NaN issues.

    Declaration
    public ref bool isStopNaNEnabled { get; }
    Property Value
    Type Description
    bool

    maxShadowDistance

    Maximum shadow distance visible to the camera. When set to zero shadows will be disable for that camera.

    Declaration
    public ref float maxShadowDistance { get; }
    Property Value
    Type Description
    float

    postProcessEnabled

    True if post-processing is enabled for this camera.

    Declaration
    public ref bool postProcessEnabled { get; }
    Property Value
    Type Description
    bool

    postProcessingRequiresDepthTexture

    Returns true if post processing passes require depth texture.

    Declaration
    public ref bool postProcessingRequiresDepthTexture { get; }
    Property Value
    Type Description
    bool

    renderScale

    Render scale to apply when creating camera textures. Scaled extents are rounded down to integers.

    Declaration
    public ref float renderScale { get; }
    Property Value
    Type Description
    float

    renderType

    The camera render type used for camera stacking. CameraRenderType

    Declaration
    public ref CameraRenderType renderType { get; }
    Property Value
    Type Description
    CameraRenderType

    renderer

    Returns the current renderer used by this camera. ScriptableRenderer

    Declaration
    public ref ScriptableRenderer renderer { get; }
    Property Value
    Type Description
    ScriptableRenderer

    rendersOverlayUI

    True if the Camera should render overlay UI.

    Declaration
    public bool rendersOverlayUI { get; }
    Property Value
    Type Description
    bool

    requiresDepthTexture

    True if this camera requires to write _CameraDepthTexture.

    Declaration
    public ref bool requiresDepthTexture { get; }
    Property Value
    Type Description
    bool

    requiresOpaqueTexture

    True if this camera requires to copy camera color texture to _CameraOpaqueTexture.

    Declaration
    public ref bool requiresOpaqueTexture { get; }
    Property Value
    Type Description
    bool

    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.

    Declaration
    public ref bool resolveFinalTarget { get; }
    Property Value
    Type Description
    bool

    targetTexture

    Controls the final target texture for a camera. If null camera will resolve rendering to screen.

    Declaration
    public ref RenderTexture targetTexture { get; }
    Property Value
    Type Description
    RenderTexture

    volumeLayerMask

    The camera volume layer mask.

    Declaration
    public ref LayerMask volumeLayerMask { get; }
    Property Value
    Type Description
    LayerMask

    volumeTrigger

    The camera volume trigger.

    Declaration
    public ref Transform volumeTrigger { get; }
    Property Value
    Type Description
    Transform

    worldSpaceCameraPos

    Camera position in world space.

    Declaration
    public ref Vector3 worldSpaceCameraPos { get; }
    Property Value
    Type Description
    Vector3

    xr

    XRPass holds the render target information and a list of XRView. XRView contains the parameters required to render (projection and view matrices, viewport, etc)

    Declaration
    public XRPass xr { get; }
    Property Value
    Type Description
    XRPass

    xrRendering

    Returns true if XR rendering is enabled.

    Declaration
    public ref bool xrRendering { get; }
    Property Value
    Type Description
    bool

    Methods

    GetGPUProjectionMatrix(int)

    Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Includes camera jitter if required by active features. Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html

    Declaration
    public Matrix4x4 GetGPUProjectionMatrix(int viewIndex = 0)
    Parameters
    Type Name Description
    int viewIndex

    View index in case of stereo rendering. By default viewIndex is set to 0.

    Returns
    Type Description
    Matrix4x4
    See Also
    GetGPUProjectionMatrix(Matrix4x4, bool)

    GetGPUProjectionMatrixNoJitter(int)

    Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Does not include any camera jitter. Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html

    Declaration
    public Matrix4x4 GetGPUProjectionMatrixNoJitter(int viewIndex = 0)
    Parameters
    Type Name Description
    int viewIndex

    View index in case of stereo rendering. By default viewIndex is set to 0.

    Returns
    Type Description
    Matrix4x4
    See Also
    GetGPUProjectionMatrix(Matrix4x4, bool)

    GetProjectionMatrix(int)

    Returns the camera projection matrix. Might be jittered for temporal features.

    Declaration
    public Matrix4x4 GetProjectionMatrix(int viewIndex = 0)
    Parameters
    Type Name Description
    int viewIndex

    View index in case of stereo rendering. By default viewIndex is set to 0.

    Returns
    Type Description
    Matrix4x4

    The camera projection matrix.

    GetViewMatrix(int)

    Returns the camera view matrix.

    Declaration
    public Matrix4x4 GetViewMatrix(int viewIndex = 0)
    Parameters
    Type Name Description
    int viewIndex

    View index in case of stereo rendering. By default viewIndex is set to 0.

    Returns
    Type Description
    Matrix4x4

    The camera view matrix.

    IsHandleYFlipped(RTHandle)

    True is the handle has its content flipped on the y axis. This happens only with certain rendering APIs. On those platforms, any handle will have its content flipped unless rendering to a backbuffer, however, the scene view will always be flipped. When transitioning from a flipped space to a non-flipped space - or vice-versa - the content must be flipped in the shader: shouldPerformYFlip = IsHandleYFlipped(source) != IsHandleYFlipped(target)

    Declaration
    public bool IsHandleYFlipped(RTHandle handle)
    Parameters
    Type Name Description
    RTHandle handle

    Handle to check the flipped status on.

    Returns
    Type Description
    bool

    True is the content is flipped in y.

    IsRenderTargetProjectionMatrixFlipped(RTHandle, RTHandle)

    True if the render target's 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.

    Declaration
    public bool IsRenderTargetProjectionMatrixFlipped(RTHandle color, RTHandle depth = null)
    Parameters
    Type Name Description
    RTHandle color

    Color render target to check whether the matrix is flipped.

    RTHandle depth

    Depth render target which is used if color is null. By default depth is set to null.

    Returns
    Type Description
    bool

    True if the render target's projection matrix is flipped.

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