프로퍼티 | 타입 | 설명 | |
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onPostRender | CameraCallback | ||
onPreCull | CameraCallback | ||
onPreRender | CameraCallback |
메소드 | 설명 | |
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CalculateFrustumCorners ( |
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CalculateObliqueMatrix ( Vector4 clipPlane ) : |
Calculates and returns oblique near-plane projection matrix.
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GetStereoProjectionMatrix ( StereoscopicEye eye ) : |
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GetStereoViewMatrix ( StereoscopicEye eye ) : |
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RenderToCubemap ( |
Render into a static cubemap from this camera.
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RenderToCubemap ( |
Render into a cubemap from this camera.
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ResetAspect ( ) : void |
Revert the aspect ratio to the screen's aspect ratio.
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ResetCullingMatrix ( ) : void |
Make culling queries reflect the camera's built in parameters.
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ResetFieldOfView ( ) : void |
Reset to the default field of view.
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ResetProjectionMatrix ( ) : void |
Make the projection reflect normal camera's parameters.
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ResetReplacementShader ( ) : void |
Remove shader replacement from camera.
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ResetWorldToCameraMatrix ( ) : void |
Make the rendering position reflect the camera's position in the scene.
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ScreenPointToRay ( Vector3 position ) : |
Returns a ray going from camera through a screen point.
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ScreenToViewportPoint ( Vector3 position ) : Vector3 |
Transforms position from screen space into viewport space.
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ScreenToWorldPoint ( Vector3 position ) : Vector3 |
Transforms position from screen space into world space.
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SetStereoProjectionMatrix ( StereoscopicEye eye, |
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SetStereoViewMatrix ( StereoscopicEye eye, |
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SetTargetBuffers ( |
Sets the Camera to render to the chosen buffers of one or more RenderTextures.
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ViewportPointToRay ( Vector3 position ) : |
Returns a ray going from camera through a viewport point.
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ViewportToScreenPoint ( Vector3 position ) : Vector3 |
Transforms position from viewport space into screen space.
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ViewportToWorldPoint ( Vector3 position ) : Vector3 |
Transforms position from viewport space into world space.
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WorldToScreenPoint ( Vector3 position ) : Vector3 |
Transforms position from world space into screen space.
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WorldToViewportPoint ( Vector3 position ) : Vector3 |
Transforms position from world space into viewport space.
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메소드 | 설명 | |
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AddCommandBuffer ( CameraEvent evt, |
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CalculateFrustumCornersInternal ( |
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CopyFrom ( |
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DoClear ( ) : void | ||
FireOnPostRender ( |
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FireOnPreCull ( |
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FireOnPreRender ( |
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GetAllCameras ( |
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GetCommandBuffers ( CameraEvent evt ) : UnityEngine.Rendering.CommandBuffer[] | ||
GetHDRWarnings ( ) : string[] | ||
GetScreenHeight ( ) : float | ||
GetScreenWidth ( ) : float | ||
GetStereoProjectionMatrices ( ) : UnityEngine.Matrix4x4[] | ||
GetStereoViewMatrices ( ) : UnityEngine.Matrix4x4[] | ||
INTERNAL_CALL_CalculateFrustumCornersInternal ( |
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INTERNAL_CALL_CalculateObliqueMatrix ( |
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INTERNAL_CALL_GetStereoProjectionMatrix ( |
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INTERNAL_CALL_GetStereoViewMatrix ( |
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INTERNAL_CALL_RaycastTry ( |
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INTERNAL_CALL_RaycastTry2D ( |
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INTERNAL_CALL_ResetAspect ( |
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INTERNAL_CALL_ResetCullingMatrix ( |
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INTERNAL_CALL_ResetFieldOfView ( |
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INTERNAL_CALL_ResetProjectionMatrix ( |
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INTERNAL_CALL_ResetReplacementShader ( |
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INTERNAL_CALL_ResetWorldToCameraMatrix ( |
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INTERNAL_CALL_ScreenPointToRay ( |
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INTERNAL_CALL_ScreenToViewportPoint ( |
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INTERNAL_CALL_ScreenToWorldPoint ( |
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INTERNAL_CALL_SetStereoProjectionMatrices ( |
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INTERNAL_CALL_SetStereoProjectionMatrix ( |
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INTERNAL_CALL_SetStereoViewMatrices ( |
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INTERNAL_CALL_SetStereoViewMatrix ( |
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INTERNAL_CALL_ViewportPointToRay ( |
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INTERNAL_CALL_ViewportToScreenPoint ( |
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INTERNAL_CALL_ViewportToWorldPoint ( |
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INTERNAL_CALL_WorldToScreenPoint ( |
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INTERNAL_CALL_WorldToViewportPoint ( |
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INTERNAL_get_backgroundColor ( Color &value ) : void | ||
INTERNAL_get_cameraToWorldMatrix ( |
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INTERNAL_get_cullingMatrix ( |
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INTERNAL_get_nonJitteredProjectionMatrix ( |
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INTERNAL_get_pixelRect ( |
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INTERNAL_get_projectionMatrix ( |
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INTERNAL_get_rect ( |
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INTERNAL_get_velocity ( Vector3 &value ) : void | ||
INTERNAL_get_worldToCameraMatrix ( |
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INTERNAL_set_backgroundColor ( Color &value ) : void | ||
INTERNAL_set_cullingMatrix ( |
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INTERNAL_set_nonJitteredProjectionMatrix ( |
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INTERNAL_set_pixelRect ( |
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INTERNAL_set_projectionMatrix ( |
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INTERNAL_set_rect ( |
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INTERNAL_set_worldToCameraMatrix ( |
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Internal_RenderToCubemapRT ( |
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Internal_RenderToCubemapTexture ( |
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IsFiltered ( |
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OnlyUsedForTesting1 ( ) : void | ||
OnlyUsedForTesting2 ( ) : void | ||
RaycastTry ( |
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RaycastTry ( |
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RaycastTry2D ( |
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RemoveAllCommandBuffers ( ) : void | ||
RemoveCommandBuffer ( CameraEvent evt, |
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RemoveCommandBuffers ( CameraEvent evt ) : void | ||
Render ( ) : void | ||
RenderDontRestore ( ) : void | ||
RenderToCubemap ( |
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RenderToCubemap ( |
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RenderWithShader ( |
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ResetStereoProjectionMatrices ( ) : void | ||
ResetStereoViewMatrices ( ) : void | ||
SetReplacementShader ( |
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SetStereoProjectionMatrices ( |
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SetStereoViewMatrices ( |
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SetTargetBuffersImpl ( |
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SetTargetBuffersMRTImpl ( |
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SetupCurrent ( |
public CalculateFrustumCorners ( |
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viewport | ||
z | float | |
eye | MonoOrStereoscopicEye | |
outCorners | Vector3 | |
리턴 | void |
public CalculateObliqueMatrix ( Vector4 clipPlane ) : |
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clipPlane | Vector4 | Vector4 that describes a clip plane. |
리턴 |
public GetStereoProjectionMatrix ( StereoscopicEye eye ) : |
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eye | StereoscopicEye | |
리턴 |
public GetStereoViewMatrix ( StereoscopicEye eye ) : |
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eye | StereoscopicEye | |
리턴 |
public RenderToCubemap ( |
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cubemap | The cube map to render to. | |
faceMask | [ | A bitmask which determines which of the six faces are rendered to. |
리턴 | bool |
public RenderToCubemap ( |
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cubemap | The texture to render to. | |
faceMask | [ | A bitfield indicating which cubemap faces should be rendered into. |
리턴 | bool |
public ScreenPointToRay ( Vector3 position ) : |
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position | Vector3 | |
리턴 |
public ScreenToViewportPoint ( Vector3 position ) : Vector3 | ||
position | Vector3 | |
리턴 | Vector3 |
public ScreenToWorldPoint ( Vector3 position ) : Vector3 | ||
position | Vector3 | |
리턴 | Vector3 |
public SetStereoProjectionMatrix ( StereoscopicEye eye, |
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eye | StereoscopicEye | |
matrix | ||
리턴 | void |
public SetStereoViewMatrix ( StereoscopicEye eye, |
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eye | StereoscopicEye | |
matrix | ||
리턴 | void |
public SetTargetBuffers ( |
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colorBuffer | The RenderBuffer(s) to which color information will be rendered. | |
depthBuffer | The RenderBuffer to which depth information will be rendered. | |
리턴 | void |
public ViewportPointToRay ( Vector3 position ) : |
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position | Vector3 | |
리턴 |
public ViewportToScreenPoint ( Vector3 position ) : Vector3 | ||
position | Vector3 | |
리턴 | Vector3 |
public ViewportToWorldPoint ( Vector3 position ) : Vector3 | ||
position | Vector3 | The 3d vector in Viewport space. |
리턴 | Vector3 |
public WorldToScreenPoint ( Vector3 position ) : Vector3 | ||
position | Vector3 | |
리턴 | Vector3 |
public WorldToViewportPoint ( Vector3 position ) : Vector3 | ||
position | Vector3 | |
리턴 | Vector3 |