build Constructors 1

data_object Properties 36

AmbientLightColor
Color
The color of the ambient light. Set it to black for no ambient light, alpha is used for lerping between IBL and constant color.
Angles
Angles
The rotation of the scene's camera.
AntiAliasing
bool
Enable or disable anti-aliasing for this render.
Attributes
RenderAttributes
BackgroundColor
Color
Color the scene camera clears the render target to.
Bloom
BloomAccessor
Access tonemapping properties of camera
ClearFlags
ClearFlags
What kind of clearing should we do before we begin?
CubemapFog
CubemapFogController
Control fog based on an image.
CustomProjectionMatrix
Nullable`1
Allows specifying a custom projection matrix for this camera
DebugMode
SceneCameraDebugMode
Render this camera using a different render mode
EnableDirectLighting
bool
Enable or disable direct lighting
EnableIndirectLighting
bool
Enable or disable indirect lighting
EnablePostProcessing
bool
Toggle all post processing effects for this camera. The default is on.
ExcludeTags
ITagSet
Scene objects with any of these tags won't be rendered by this camera.
FieldOfView
float
The horizontal field of view of the Camera in degrees.
Name
string
The name of this camera.. for debugging purposes.
OnRenderOpaque
obsoleteAction
Called when rendering the transparent pass
OnRenderOverlay
Action
OnRenderPostProcess
obsoleteAction
Called when rendering the post process pass
OnRenderTransparent
obsoleteAction
Called when rendering the transparent pass
OnRenderUI
Action
Ortho
bool
Whether to use orthographic projection.
OrthoHeight
float
Height of the ortho when Sandbox.SceneCamera.Ortho is enabled.
Position
Vector3
The position of the scene's camera.
Rect
Rect
The rect of the screen to render to. This is normalized, between 0 and 1.
RenderTags
ITagSet
Only scene objects with one of these tags will be rendered by this camera.
Rotation
Rotation
The rotation of the scene's camera.
Size
Vector2
The size of the screen. Allows us to work out aspect ratio. For now will get updated automatically on render.
TargetEye
StereoTargetEye
The HMD eye that this camera is targeting. Use Sandbox.StereoTargetEye.None for the user's monitor (i.e. the companion window).
VolumetricFog
VolumetricFogParameters
Control volumetric fog parameters, expect this to take 1-2ms of your GPU frame time.
WantsStereoSubmit
bool
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.
WireframeMode
bool
Render this camera using a wireframe view.
World
SceneWorld
The world we're going to render.
Worlds
HashSet`1
Your camera can render multiple worlds.
ZFar
float
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.
ZNear
float
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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