1. 打开Camera_Projection_Scene(Scenes目录)。 2. 在Hierarchy中找到PlayerArmature,然后按F键,定位到这个游戏物体。 3. 旋转缩放场景视图到我们想要相机所能看到的画面。 4. 在Hierarchy中选中Main Camera,然后按Ctrl+Shift+F(Windows)或Command+Shif+F(MAC)。或者在菜单中
cameraToWorldMatrix Matrix that transforms from camera space to world space (Read Only) 从摄像机空间到世界空间变换矩阵 (只读) worldToCameraMatrix Matrix that transforms from world to camera space 从世界到摄像机空间的变换矩阵 projectionMatrix Set a custom projection matrix 设置一个自定义的投影矩阵 V...
9. // Create a rotation that is an increment closer to the target rotation from the player's rotation. 10. Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime); 11. 12. // Change the players rotation to this new rotation. 13. rigidb...
如果修改了Camera型对象.projectionMatrix,则这个摄像机会无视本变量的值,直到我们调用 Camera型对象.ResetProjectionMatrix方法。 Camera型对象.focalLength float型。 这个摄像机的焦距,单位是毫米。 当Camera型对象.usePhysicalProperties为true,本变量才会生效。 Camera型对象.focalDistance float型。 这个摄像机镜头的距离。
each one stores its own color and depth information in buffers, accumulating more data as each Camera renders. As any particular Camera in your scene renders its view, you can set the Clear Flags to clear different collections of the buffer information. This is done by choosing one of the ...
voidOnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame){if(result.success) {// Create our Texture2D for use and set the correct resolutionResolution cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).F...
在Unity编辑器中,点击菜单 GameObject > Camera > Scene To Game View Sync Camera 这将自动创建一个带有同步脚本的相机,并将其放置在当前Scene视图的位置 方法二:手动添加到现有相机 选择你想要同步的相机游戏对象 在Inspector面板中点击 Add Component
// Here we use `containerWindow` to focus the camera on our newly instantiated objects after creation. //public EditorWindow containerWindow { get; set; } // Because this is a VisualElement, it is appropriate to place initialization logic in the constructor. ...
ResetWorldToCameraMatrix 使渲染位置反映摄像机在场景中的位置。 ScreenPointToRay 返回从摄像机通过屏幕点的光线。 ScreenToViewportPoint 将position 从屏幕空间变换为视口空间。 ScreenToWorldPoint 将点从屏幕空间变换为世界空间。其中,世界空间定义为位于游戏层级视图最顶层的坐标系统。 SetReplacementShader 让摄像机使用...
Matrix4x4 projectionMatrix = GL.GetGPUProjectionMatrix(dirLightCamera.projectionMatrix, false); world2ShadowMat = projectionMatrix * dirLightCamera.worldToCameraMatrix; Shader.SetGlobalMatrix("_gWorld2Shadow", world2ShadowMat); } } 1. 2.