Represents a camera and holds render hooks. This camera can be used to draw tool windows and scene panels.
AmbientLightColor |
The color of the ambient light. Set it to black for no ambient light, alpha is used for lerping between IBL and constant color.
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Angles |
The rotation of the scene's camera.
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AntiAliasing |
Enable or disable anti-aliasing for this render.
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Attributes |
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BackgroundColor |
Color the scene camera clears the render target to.
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Bloom |
Access tonemapping properties of camera
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ClearFlags |
What kind of clearing should we do before we begin?
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CubemapFog |
Control fog based on an image.
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CustomProjectionMatrix |
Allows specifying a custom projection matrix for this camera
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DebugMode |
Render this camera using a different render mode
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EnableDirectLighting |
Enable or disable direct lighting
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EnableIndirectLighting |
Enable or disable indirect lighting
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EnablePostProcessing |
Toggle all post processing effects for this camera. The default is on.
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ExcludeTags |
Scene objects with any of these tags won't be rendered by this camera.
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FieldOfView |
The horizontal field of view of the Camera in degrees.
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Name |
The name of this camera.. for debugging purposes.
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OnRenderOpaque |
Called when rendering the transparent pass
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OnRenderOverlay |
Called when rendering the camera's overlay
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OnRenderPostProcess |
Called when rendering the post process pass
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OnRenderTransparent |
Called when rendering the transparent pass
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OnRenderUI |
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Ortho |
Whether to use orthographic projection.
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OrthoHeight |
Height of the ortho when Sandbox.SceneCamera.Ortho is enabled.
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OrthoWidth |
No longer used
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Position |
The position of the scene's camera.
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Rect |
The rect of the screen to render to. This is normalized, between 0 and 1.
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RenderTags |
Only scene objects with one of these tags will be rendered by this camera.
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Rotation |
The rotation of the scene's camera.
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Size |
The size of the screen. Allows us to work out aspect ratio.
For now will get updated automatically on render.
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TargetEye |
The HMD eye that this camera is targeting.
Use Sandbox.StereoTargetEye.None for the user's monitor (i.e. the companion window).
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Tonemap |
Access tonemapping properties of camera
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VolumetricFog |
Control volumetric fog parameters, expect this to take 1-2ms of your GPU frame time.
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WantsStereoSubmit |
Set this to false if you don't want the stereo renderer to submit this camera's texture to the compositor.
This option isn't considered if Sandbox.SceneCamera.TargetEye is Sandbox.StereoTargetEye.None.
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WireframeMode |
Render this camera using a wireframe view.
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World |
The world we're going to render.
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Worlds |
Your camera can render multiple worlds.
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ZFar |
The camera's zFar distance. This is the furthest distance this camera will be able to render.
This value totally depends on the game you're making. Shorter the better, sensible ranges would be
between about 1000 and 30000, but if you want it to be further out you can balance that out by making
znear larger.
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ZNear |
The camera's zNear distance. This is the closest distance this camera will be able to render.
A good value for this is about 5. Below 5 and particularly below 1 you're going to start to see
a lot of artifacts like z-fighting.
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