9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
39 lines
1.7 KiB
Markdown
39 lines
1.7 KiB
Markdown
# Camera Node
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## Description
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Provides access to various parameters of the **Camera** currently being used for rendering. This is comprised of values the **Camera**'s GameObject, such as Position and Direction, as well as various projection parameters.
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#### Unity Render Pipelines Support
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- Universal Render Pipeline
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The High Definition Render Pipeline does **not** support this Node.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Position | Output | Vector 3 | None | Position of the Camera's GameObject in world space |
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| Direction | Output | Vector 3 | None | The Camera's forward vector direction |
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| Orthographic | Output | Float | None | Returns 1 if the Camera is orthographic, otherwise 0 |
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| Near Plane | Output | Float | None | The Camera's near plane distance |
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| Far Plane | Output | Float | None | The Camera's far plane distance |
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| Z Buffer Sign | Output | Float | None | Returns -1 when using a reversed Z Buffer, otherwise 1 |
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| Width | Output | Float | None | The Camera's width if orthographic |
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| Height | Output | Float | None | The Camera's height if orthographic |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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float3 _Camera_Position = _WorldSpaceCameraPos;
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float3 _Camera_Direction = -1 * mul(UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)) [2].xyz);
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float _Camera_Orthographic = unity_OrthoParams.w;
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float _Camera_NearPlane = _ProjectionParams.y;
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float _Camera_FarPlane = _ProjectionParams.z;
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float _Camera_ZBufferSign = _ProjectionParams.x;
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float _Camera_Width = unity_OrthoParams.x;
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float _Camera_Height = unity_OrthoParams.y;
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```
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