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Showing content from https://docs.unity3d.com/Manual/urp/camera-component-reference.html below:

Manual: Camera Inspector window reference for URP

Renderer Select which renderer this camera uses. Post Processing Enable post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
See in Glossary
effects. Anti-Aliasing Select the method that this camera uses for post-process anti-aliasing. A camera can still use Multisample Anti-aliasing (MSAA), which is a hardware feature, at the same time as post-process anti-aliasing unless you use Temporal Anti-aliasing.

The following Anti-aliasing options are available:

For more information, refer to Anti-aliasing in the Universal Render Pipeline.

This property is only visible when Render Type is set to Base.

        Quality (SMAA) Select the quality of SMAA. The difference in resource intensity is fairly small between Low and High.

Available options:

This property only appears when you select Subpixel Morphological Anti-aliasing (SMAA) from the Anti-aliasing drop-down.

        Quality (TAA) Select the quality of TAA.

Available options:

This property only appears when you select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down.

        Contrast Adaptive Sharpening Enable high quality post sharpening to reduce TAA blur.

This setting is overridden when you enable either [AMD FidelityFX Super Resolution (FSR) or Scalable Temporal Post-Processing (STP –>(universalrp-asset#quality) upscaling in the URP Asset as they both handle sharpening as part of the upscaling process.

This property only appears when you select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down.

        Base Blend Factor Set how much the history buffer blends with the current frame result. Higher values mean more history contribution, which improves the anti-aliasing, but also increases the chance of ghosting.

This property only appears when you select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down and enable Advanced Properties in the Inspector.

        Jitter Scale Set the scale of the jitter applied when TAA is enabled. A lower value reduces visible flickering and jittering, but also reduces the effectiveness of the anti-aliasing.

This property only appears when you select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down and enable Advanced Properties in the Inspector.

        Mip Bias Set how much texture mipmap selection is biased when rendering.

A positive bias makes a texture appear more blurry, while a negative bias sharpens the texture. However, a lower value also has a negative impact on performance.

Note: Requires mipmaps in textures.

This property only appears when you select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down and enable Advanced Properties in the Inspector.

        Variance Clamp Scale Set the size of the color volume Unity uses to find nearby pixels when the color history is incorrect or unavailable. The clamp limits how much a pixel’s color can vary from the color of the surrounding pixels.

Lower values can reduce ghosting, but produce more flickering. Higher values reduce flickering, but are prone to blur and ghosting.

This property only appears when you select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down and enable Advanced Properties in the Inspector.

Stop NaNs Replaces Not a Number (NaN) values with a black pixel for the camera. This stops certain effects from breaking, but is a resource-intensive process which causes a negative performance impact. Only enable this feature if you experience NaN issues you can’t fix.

The Stop NaNs pass executes at the start of the post-processing passes. You must enable Post Processing for the camera to use Stop NaNs.

Only available when Render Type is set to Base.

Dithering Enable to apply 8-bit dithering to the final render to help reduce banding on wide gradients and low light areas.

This property is only visible when Render Type is set to Base.

Clear Depth Enable to clear depth from previous camera on rendering.

This property is only visible when Render Type is set to Overlay.

Render Shadows Enable shadow rendering. 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.

This property is only visible when Render Type is set to Base.

Opaque Texture Control whether the camera creates a CameraOpaqueTexture, which is a copy of the rendered view.

Available options:

This property is only visible when Render Type is set to Base.

Depth Texture Control whether the camera creates _CameraDepthTexture, which is a copy of the rendered depth values.

Available options:

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.

Culling MaskAllows you to include or omit objects to be rendered by a Camera, by Layer.
See in Glossary
Select which Layers the camera renders to. Occlusion CullingA process that disables rendering GameObjects that are hidden (occluded) from the view of the camera. More info
See in Glossary
Enable Occlusion Culling.

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