Unity2D game development-1. Know the 2D camera

In Unity3D, to draw an object on the screen, you need a camera. Unity's camera supports two modes:正交投影 透视投影

For 2D development we are using 正交模式, below is the orthographic camera in the Unity scene.
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As you can see, the frustum of the orthographic camera is a cuboid

2D camera properties

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Several properties in the Camera component are described below:

  • Clear Flags: Determines which parts of the camera will be cleared, useful when rendering elements in a scene with multiple cameras
  • Background: The camera will render the screen to the current color before rendering
  • Culling Mask: Select the layer to be culled by the camera
  • Projection: Select the projection mode
    • Orthographic: Orthographic projection mode
    • Perspective: Perspective projection mode
  • Size: The viewport size of the orthographic camera (when Orthographic is selected for Projection)
  • Fild Of View: The view angle of the camera (Projection selects Perspective)
  • Clipping Planes: The distance between the start and end of the camera rendering
    • Near: Near section distance
    • Far: far section distance
  • Viewport Rect: Four values ​​to indicate where the camera will draw the image on the screen
    • x: The position where the camera view starts to draw on the horizontal axis
    • y: The position where the camera view starts to draw on the vertical axis
    • w: the width of the camera output image on the screen
    • h: the height of the camera output image on the screen
  • Depth: The position of the camera in the drawing sequence. Cameras with higher values ​​will draw the image above cameras with lower values
  • Rendering Path: Set the rendering mode of the camera
    • Use Player Settings: The camera will render in the mode set by the user
    • Vertex Lit: All objects rendered with this camera will be treated as vertex lighting objects
    • Forward: All objects rendered with this camera will be rendered with one pass per material
    • Deferred Lighting: All objects rendered with this camera will be drawn once with no lighting, then all objects' lighting will be rendered together at the end of the render queue
  • TargetTexture: Please refer to Render Texture, this page contains the output of the camera view. This reference property will disable the camera's ability to render to the screen

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