forked from BilalY/Rasagar
35 lines
2.1 KiB
Markdown
35 lines
2.1 KiB
Markdown
# Main Camera
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Menu Path : **Operator > BuiltIn > Main Camera**
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The Main Camera Operator returns available information from the current main camera. It uses an equivalent behavior to [Camera.main](https://docs.unity3d.com/ScriptReference/Camera-main.html) and an integration into the active Scriptable Render Pipeline for depth buffer and color buffer access.
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## Operator properties
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| **Output** | **Type** | **Description** |
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| ---------- | ------------------------ | ---------------------------------- |
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| **o** | [Camera](Type-Camera.md) | Information about the main camera. |
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## Remarks
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If the main camera is unavailable, which can occur if:
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- If there is no camera GameObject tagged as **MainCamera** within the scene.
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- You manually trigger [Simulate](https://docs.unity3d.com/Documentation/ScriptReference/VFX.VisualEffect.Simulate.html)
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- It is during the prewarm update of the Visual Effect component.
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If this is the case, the [Camera](Type-Camera.md) this Operator returns has the following default values:
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| **Property** | **Default value** |
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| ------------------ | ----------------------------------------------------------- |
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| **Transform** | Transform identity : position zero, scale one, no rotation. |
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| **fieldOfView** | 60.0 |
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| **nearPlane** | 0.3 |
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| **farPlane** | 1000 |
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| **aspectRatio** | 1.0 |
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| **pixelDimension** | (1920, 1080) |
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| **depthBuffer** | Default texture2D array (gray texture) |
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| **colorBuffer** | Default texture2D array (gray texture) |
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The **depthBuffer** and **colorBuffer** textures are only available in a Scriptable Render Pipeline that implements [VFXManager.SetCameraBuffer](https://docs.unity3d.com/Documentation/ScriptReference/VFX.VFXManager.SetCameraBuffer.html). HDRP officially supports this integration.
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