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Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md
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@@ -39,7 +39,7 @@ Overlay cameras expose the following properties:
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### Physical Camera
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The **Physical Camera** property adds additional properties to the camera to simulate a real-world camera. For more information, refer to the [Physical Camera reference](/cameras/physical-camera-reference.md).
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The **Physical Camera** property adds additional properties to the camera to simulate a real-world camera. For more information, refer to the [Physical Camera reference](cameras/physical-camera-reference.md).
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<aname="Rendering"></a>
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@@ -63,7 +63,7 @@ The **Physical Camera** property adds additional properties to the camera to sim
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|**Render Shadows**| Enable shadow rendering. |
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|**Priority**| A camera with a higher priority is drawn on top of a camera with a lower priority. Priority has a range from -100 to 100.<br/><br/>This property is only visible when **Render Type** is set to **Base**. |
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|**Opaque Texture**| Control whether the camera creates a CameraOpaqueTexture, which is a copy of the rendered view.<br/><br/>Available options:<ul><li>**Off**: Camera does not create a CameraOpaqueTexture.</li><li>**On**: Camera creates a CameraOpaqueTexture.</li><li>**Use Pipeline Settings**: The Render Pipeline Asset determines the value of this setting.</li></ul>This property is only visible when **Render Type** is set to **Base**. |
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|**Depth Texture**| Control whether the camera creates `_CameraDepthTexture`, which is a copy of the rendered depth values.<br/><br/>Available options:<ul><li>**Off**: Camera does not create a CameraDepthTexture.</li><li>**On**: Camera creates a CameraDepthTexture.</li><li>**Use Pipeline Settings**: The Render Pipeline Asset determines the value of this setting.</li></ul>**Note**: `_CameraDepthTexture` is set between the `AfterRenderingSkybox` and `BeforeRenderingTransparents` events, or at the `BeforeRenderingOpaques` event if you use a depth prepass. For more information on the order of events in the rendering loop, refer to [Injection points](/customize/custom-pass-injection-points.md). |
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|**Depth Texture**| Control whether the camera creates `_CameraDepthTexture`, which is a copy of the rendered depth values.<br/><br/>Available options:<ul><li>**Off**: Camera does not create a CameraDepthTexture.</li><li>**On**: Camera creates a CameraDepthTexture.</li><li>**Use Pipeline Settings**: The Render Pipeline Asset determines the value of this setting.</li></ul>**Note**: `_CameraDepthTexture` is set between the `AfterRenderingSkybox` and `BeforeRenderingTransparents` events, or at the `BeforeRenderingOpaques` event if you use a depth prepass. For more information on the order of events in the rendering loop, refer to [Injection points](customize/custom-pass-injection-points.md). |
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|**Culling Mask**| Select which Layers the camera renders to. |
|**Mode**| Use the drop-down to select the method that URP uses to calculate whether this Volume can affect a Camera:<br />•**Global**: Makes the Volume have no boundaries and allow it to affect every Camera in the scene.<br />•**Local**: Allows you to specify boundaries for the Volume so that the Volume only affects Cameras inside the boundaries. Add a Collider to the Volume's GameObject and use that to set the boundaries. |
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