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Unity Engine


Camera Inspector window reference for the Built-In Render Pipeline

Explore the properties in the Camera component window to customize cameras.
Read time 5 minutesLast updated 4 days ago

Important
The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
Explore the properties in the Camera component window to customize cameras.

Property:

Function:

Clear FlagsDetermines which parts of the screen will be cleared. This is handy when using multiple Cameras to draw different game elements.
BackgroundThe color applied to the remaining screen after all elements in view have been drawn and there is no skybox.
Culling MaskIncludes or omits layers of objects to be rendered by the Camera. Assigns layers to your objects in the Inspector.
ProjectionToggles the camera's capability to simulate perspective.
        PerspectiveCamera will render objects with perspective intact.
        OrthographicCamera will render objects uniformly, with no sense of perspective. NOTE: Deferred rendering is not supported in Orthographic mode. Forward rendering is always used.
Size (when Orthographic is selected)The viewport size of the Camera when set to Orthographic.
FOV Axis (when Perspective is selected)Field of view axis.
        HorizontalThe Camera uses a horizontal field of view axis.
        VerticalThe Camera uses a vertical field of view axis.
Field of view (when Perspective is selected)The Camera's view angle, measured in degrees along the axis specified in the FOV Axis drop-down.
Physical CameraTick this box to enable the Physical Camera properties for this camera.

When the Physical Camera properties are enabled, Unity calculates the Field of View using the properties that simulate real-world camera attributes: Focal Length, Sensor Size, and Lens Shift.

Physical Camera properties are not visible in the Inspector until you tick this box.
        Focal LengthSet the distance, in millimeters, between the camera sensor and the camera lens.

Lower values result in a wider Field of View, and vice versa.

When you change this value, Unity automatically updates the Field of View property accordingly.
        Sensor TypeSpecify the real-world camera format you want the camera to simulate. Choose the desired format from the list.

When you choose a camera format, Unity sets the the Sensor Size > X and Y properties to the correct values automatically.

If you change the Sensor Size values manually, Unity automatically sets this property to Custom.
        Sensor SizeSet the size, in millimeters, of the camera sensor.

Unity sets the X and Y values automatically when you choose the Sensor Type. You can enter custom values if needed.
                XThe width of the sensor.
                YThe height of the sensor.
        Lens ShiftShift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.

You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).

Shift the lens along either axis to make the camera frustum oblique.
                XThe horizontal sensor offset.
                YThe vertical sensor offset.
        Gate FitOptions for changing the size of the resolution gate (size/aspect ratio of the game view) relative to the film gate (size/aspect ratio of the Physical Camera sensor).

For further information about resolution gate and film gate, see documentation on Physical Cameras.
                VerticalFits the resolution gate to the height of the film gate.

If the sensor aspect ratio is larger than the game view aspect ratio, Unity crops the rendered image at the sides.

If the sensor aspect ratio is smaller than the game view aspect ratio, Unity overscans the rendered image at the sides.

When you choose this setting, changing the sensor width (Sensor Size > X property) has no effect on the rendered image.
                HorizontalFits the resolution gate to the width of the film gate.

If the sensor aspect ratio is larger than the game view aspect ratio, Unity overscans the rendered image on the top and bottom.

If the sensor aspect ratio is smaller than the game view aspect ratio, Unity crops the rendered image on the top and bottom.

When you choose this setting, changing the sensor height (Sensor Size > Y property) has no effect on the rendered image.
                FillFits the resolution gate to either the width or height of the film gate, whichever is smaller. This crops the rendered image.
                OverscanFits the resolution gate to either the width or height of the film gate, whichever is larger. This overscans the rendered image.
                NoneIgnores the resolution gate and uses the film gate only. This stretches the rendered image to fit the game view aspect ratio.
Clipping PlanesDistances from the camera to start and stop rendering.
        NearThe closest point relative to the camera that drawing will occur.
        FarThe furthest point relative to the camera that drawing will occur.
Viewport RectFour values that indicate where on the screen this camera view will be drawn. Measured in Viewport Coordinates (values 0-1).
        XThe beginning horizontal position that the camera view will be drawn.
        YThe beginning vertical position that the camera view will be drawn.
        W (Width)Width of the camera output on the screen.
        H (Height)Height of the camera output on the screen.
DepthThe camera's position in the draw order. Cameras with a larger value will be drawn on top of cameras with a smaller value.
Rendering PathOptions for defining what rendering methods will be used by the camera.
        Use Player SettingsThis camera will use whichever Rendering Path is set in the Player Settings.
        Vertex LitAll objects rendered by this camera will be rendered as Vertex-Lit objects.
        ForwardAll objects will be rendered with one pass per material.
Target TextureReference to a Render Texture that will contain the output of the Camera view. Setting this reference will disable this Camera's capability to render to the screen.
Occlusion CullingEnables Occlusion Culling for this camera. Occlusion Culling means that objects that are hidden behind other objects are not rendered, for example if they are behind walls. See Occlusion Culling for details.
Allow HDREnables High Dynamic Range rendering for this camera. See High Dynamic Range Rendering for details.
Allow MSAAEnables multi sample antialiasing for this camera.
Allow Dynamic ResolutionEnables Dynamic Resolution rendering for this camera. See Dynamic Resolution for details.
Target DisplayDefines which external device to render to. Between 1 and 8.