Uninomicon

Documenting the dark corners of the Unity Engine.

User Tools

Site Tools


camera

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
camera [2025/01/15 04:35] – external edit 127.0.0.1camera [2025/05/27 20:33] (current) – adjusted wording bottinogames
Line 1: Line 1:
 ====== Camera ====== ====== Camera ======
  
-==== Camera.SetReplacementShader ====+===== Camera.SetReplacementShader =====
  
 SetReplacementShader will not render objects if their original materials don't contain any properties required by the replacement shader. For example, if your replacement shader uses _MainTex, and there is an object in the scene that doesn't have _MainTex, it won't be rendered at all. SetReplacementShader will not render objects if their original materials don't contain any properties required by the replacement shader. For example, if your replacement shader uses _MainTex, and there is an object in the scene that doesn't have _MainTex, it won't be rendered at all.
Line 9: Line 9:
  
 Shaders can be replaced in the SceneView using ''[[sceneview|SceneView]].SetSceneViewShaderReplace''. Shaders can be replaced in the SceneView using ''[[sceneview|SceneView]].SetSceneViewShaderReplace''.
 +
 +----
 +
 +===== Camera.targetTexture =====
 +
 +According to the Unity Documentation:
 +"When rendering into a texture, the camera always renders into the whole texture; effectively rect and pixelRect are ignored."
 +
 +This behavior is inconsistent across target platforms. On windows, the camera will use the rect and/or pixelRect. On OSX, Android, and iOS, the camera rect will be ignored. (tested on Built-in Render Pipeline, Unity 6000.0.34f1)
 +
 +If you have need to render into a sub-rect on render texture on those platforms, there are workarounds:
 +  * For BiRP, using Camera.SetTargetBuffers will render to the target buffers utilizing the rect/pixelRect. (tested on Unity 6000.0.34f1) [[https://discussions.unity.com/t/dynamic-viewport-for-a-camera-rendering-to-a-target-texture/176258|unity discussion]]
 +
 +  * For URP/HDRP, a similar effect can be achieved with CommandBuffer.SetViewport and CommandBuffer.EnableScissorRect. (untested) [[https://discussions.unity.com/t/rendering-into-part-of-a-render-texture/636179/39|unity discussion]]
camera.1736915747.txt.gz · Last modified: 2025/01/15 04:35 by 127.0.0.1

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki