视口空间点是规范化的并相对于摄像机的. 摄像机的左下方为 (0, 0); 右上方为 (1, 1). Z轴的位置是以世界单位衡量到摄像机的距离

A world space point is defined in global coordinates (eg.Transform.position) 
世界空间中是以全局坐标定义的 (例如 Transform.position)

See Also: camera component 
 参见: 摄像机组件

 Variables 变量
 fieldOfView 
 The field of view of the camera in degrees. 
 摄像机的视野, 以度为单位

 nearClipPlane 
 The near clipping plane distance 
 近裁剪平面的距离

 farClipPlane 
 The far clipping plane distance 
 远裁剪平面的距离

 orthographicSize
 Camera's half-size when in orthographic mode.
 在正交模式下摄像机的一半尺寸

 orthographic 
 Is the camera orthographic (true) or perspective (false)?
 摄像机是正交的 (真) 或透视的 (假)?

 depth 
 Camera's depth in the camera rendering order 
 摄像机在渲染顺序上的深度

 aspect 
 The aspect ratio (width divided by height) 
长宽比 (宽度除以高度)

 cullingMask
 This is used to render parts of the scene selectively 
 用来选择性的渲染部分场景
 backgroundColor 
 The color with which the screen will be cleared 
 屏幕将被清理为这个颜色

 rect 
 Where on the screen is the camera rendered in normalized coordinates 
 摄像机被渲染到屏幕归一化坐标中的位置

 pixelRect 
 Where on the screen is the camera rendered in pixel coordinates 
 摄像机被渲染到屏幕像素坐标中的位置

 targetTexture 
 Destination render texture (Unity Pro only). 
 目标渲染纹理 (该方法只有 Unity 专业版提供)

 pixelWidth 
 How wide is the camera in pixels (Read Only) 
 摄像机的像素宽度 (只读)

 pixelHeight 
 How tall is the camera in pixels (Read Only) 
 摄像机的像素高度 (只读)

 cameraToWorldMatrix 
 Matrix that transforms from camera space to world space (Read Only) 
 从摄像机空间到世界空间变换矩阵 (只读)

 worldToCameraMatrix 
 Matrix that transforms from world to camera space 
 从世界到摄像机空间的变换矩阵

 projectionMatrix 
 Set a custom projection matrix 
 设置一个自定义的投影矩阵

 Velocity
 Get the world-space speed of the camera (Read Only) 
 获取世界空间中摄像机的速度 (只读)

 clearFlags 
 How the camera clears the background 
 摄像机如何清除背景

 Functions 函数

 ResetWorldToCameraMatrix 
 Make the rendering position reflect the camera's position in the scene 
 在场景中让渲染位置反映相机位置

 ResetProjectionMatrix 
 Make the projection reflect normal camera's parameters 
 让投影反映正常的相机参数
 ResetAspect 
 Revert the aspect ratio to the screen's aspect ratio 
 返回长宽比为屏幕的长宽比

 WorldToScreenPoint 
 Transforms position from world space into screen space. 
 从世界空间到屏幕空间变换位置

 WorldToViewportPoint 
 Transforms position from world space into viewport space. 
 从世界空间到视口空间变换位置

 ViewportToWorldPoint 
 Transforms position from viewport space into world space. 
 从视口空间到世界空间变换位置

 ScreenToWorldPoint 
 Transforms position from screen space into world space 
 从屏幕空间到世界空间变换位置

 ScreenToViewportPoint 
 Transforms position from screen space into viewport space 
 从屏幕空间到视口空间变换位置

 ViewportToScreenPoint 
 Transforms position from viewport space into screen space. 
 从视口空间到屏幕空间变换位置

 ViewportPointToRay 
 Returns a ray going from camera through a viewport point. 
 返回从相机出发穿过视点的一个射线

 ScreenPointToRay 
 Returns a ray going from camera through a screen point 
 返回从相机出发穿过屏幕点的一个射线

 Render 
 Render the camera manually 
 手动渲染相机

 RenderWithShader 
 Render the camera with shader replacement 
 用着色替换渲染相机

 SetReplacementShader 
 Make the camera render with shader replacement 
 使相机用着色替换来渲染

 ResetReplacementShader 
 Remove shader replacement from camera 
 从相机上删除着色替换

 RenderToCubemap 
 Render into a cubemap from this camera 
 从这台相机渲染到一个立方体贴图

 CopyFrom 
 Makes this camera's settings match other camera 
 使这台相机的设置与其他相机相同

 Messages Sent 信息传递

 OnPreCull 
 OnPreCull is called before a camera culls the scene
 OnPreCull在相机开始裁剪场景之前调用

 OnPreRender 
 OnPreRender is called before a camera starts rendering the scene 
 OnPreRender在相机开始渲染场景之前调用

 OnPostRender 
 OnPostRender is called after a camera has finished rendering the scene 
 OnPostRender在相机渲染场景之后调用

 OnRenderImage 
 OnRenderImage is called after all rendering is complete to render image 
 OnRenderImage在所有渲染完成后被调用, 来渲染图片

 OnRenderObject 
 OnRenderObject is used to render your own objects usingGraphics.DrawMeshNow or other functions 
 OnRenderObject被用来渲染你自己的对象, 使用Graphics.DrawMeshNow或者其他函数

 OnWillRenderObject 
 OnWillRenderObject is called once for each camera if the object is visible 
 如果对象可见, 每个相机都会调用OnWillRenderObject

 Class Variables 类变量
 main The first enabled camera tagged "MainCamera" (Read Only) 
 第一个启用的被标记为 "MainCamera" 的相机 (只读)

 current 
 The camera we are currently rendering with, for low-level render control only (Read Only) 当前用于渲染的相机, 只用于低级的渲染控制 (只读)

 allCameras 
 Returns all enabled cameras in the scene 
 返回场景中所有启用的相机

 Inherited members 继承自成员

 Inherited Variables 继承自变量
 Object . Component . Behaviour 
 对象 . 组件 . 行为

 Inherited Functions 继承自函数
 Object . Component 对象 . 组件

 Inherited Class Functions 继承自类函数
 Object 对象         
 
视口空间点是规范化的并相对于摄像机的. 摄像机的左下方为 (0, 0); 右上方为 (1, 1). Z轴的位置是以世界单位衡量到摄像机的距离

 A world space point is defined in global coordinates (eg.Transform.position) 
 世界空间中是以全局坐标定义的 (例如 Transform.position)

 See Also: camera component 
 参见: 摄像机组件

 Variables 变量
 fieldOfView 
 The field of view of the camera in degrees. 
 摄像机的视野, 以度为单位

 nearClipPlane 
 The near clipping plane distance 
 近裁剪平面的距离

 farClipPlane 
 The far clipping plane distance 
 远裁剪平面的距离

 orthographicSize
 Camera's half-size when in orthographic mode.
 在正交模式下摄像机的一半尺寸

 orthographic 
 Is the camera orthographic (true) or perspective (false)?
 摄像机是正交的 (真) 或透视的 (假)?

 depth 
 Camera's depth in the camera rendering order 
 摄像机在渲染顺序上的深度

 aspect 
 The aspect ratio (width divided by height) 
长宽比 (宽度除以高度)

 cullingMask
 This is used to render parts of the scene selectively 
 用来选择性的渲染部分场景
 backgroundColor 
 The color with which the screen will be cleared 
 屏幕将被清理为这个颜色

 rect 
 Where on the screen is the camera rendered in normalized coordinates 
 摄像机被渲染到屏幕归一化坐标中的位置

 pixelRect 
 Where on the screen is the camera rendered in pixel coordinates 
 摄像机被渲染到屏幕像素坐标中的位置

 targetTexture 
 Destination render texture (Unity Pro only). 
 目标渲染纹理 (该方法只有 Unity 专业版提供)

 pixelWidth 
 How wide is the camera in pixels (Read Only) 
 摄像机的像素宽度 (只读)

 pixelHeight 
 How tall is the camera in pixels (Read Only) 
 摄像机的像素高度 (只读)

 cameraToWorldMatrix 
 Matrix that transforms from camera space to world space (Read Only) 
 从摄像机空间到世界空间变换矩阵 (只读)

 worldToCameraMatrix 
 Matrix that transforms from world to camera space 
 从世界到摄像机空间的变换矩阵

 projectionMatrix 
 Set a custom projection matrix 
 设置一个自定义的投影矩阵

 Velocity
 Get the world-space speed of the camera (Read Only) 
 获取世界空间中摄像机的速度 (只读)

 clearFlags 
 How the camera clears the background 
 摄像机如何清除背景

 Functions 函数

 ResetWorldToCameraMatrix 
 Make the rendering position reflect the camera's position in the scene 
 在场景中让渲染位置反映相机位置

 ResetProjectionMatrix 
 Make the projection reflect normal camera's parameters 
 让投影反映正常的相机参数
 ResetAspect 
 Revert the aspect ratio to the screen's aspect ratio 
 返回长宽比为屏幕的长宽比

 WorldToScreenPoint 
 Transforms position from world space into screen space. 
 从世界空间到屏幕空间变换位置

 WorldToViewportPoint 
 Transforms position from world space into viewport space. 
 从世界空间到视口空间变换位置

 ViewportToWorldPoint 
 Transforms position from viewport space into world space. 
 从视口空间到世界空间变换位置

 ScreenToWorldPoint 
 Transforms position from screen space into world space 
 从屏幕空间到世界空间变换位置

 ScreenToViewportPoint 
 Transforms position from screen space into viewport space 
 从屏幕空间到视口空间变换位置

 ViewportToScreenPoint 
 Transforms position from viewport space into screen space. 
 从视口空间到屏幕空间变换位置

 ViewportPointToRay 
 Returns a ray going from camera through a viewport point. 
 返回从相机出发穿过视点的一个射线

 ScreenPointToRay 
 Returns a ray going from camera through a screen point 
 返回从相机出发穿过屏幕点的一个射线

 Render 
 Render the camera manually 
 手动渲染相机

 RenderWithShader 
 Render the camera with shader replacement 
 用着色替换渲染相机

 SetReplacementShader 
 Make the camera render with shader replacement 
 使相机用着色替换来渲染

 ResetReplacementShader 
 Remove shader replacement from camera 
 从相机上删除着色替换

 RenderToCubemap 
 Render into a cubemap from this camera 
 从这台相机渲染到一个立方体贴图

 CopyFrom 
 Makes this camera's settings match other camera 
 使这台相机的设置与其他相机相同

 Messages Sent 信息传递

 OnPreCull 
 OnPreCull is called before a camera culls the scene
 OnPreCull在相机开始裁剪场景之前调用

 OnPreRender 
 OnPreRender is called before a camera starts rendering the scene 
 OnPreRender在相机开始渲染场景之前调用

 OnPostRender 
 OnPostRender is called after a camera has finished rendering the scene 
 OnPostRender在相机渲染场景之后调用

 OnRenderImage 
 OnRenderImage is called after all rendering is complete to render image 
 OnRenderImage在所有渲染完成后被调用, 来渲染图片

 OnRenderObject 
 OnRenderObject is used to render your own objects usingGraphics.DrawMeshNow or other functions 
 OnRenderObject被用来渲染你自己的对象, 使用Graphics.DrawMeshNow或者其他函数

 OnWillRenderObject 
 OnWillRenderObject is called once for each camera if the object is visible 
 如果对象可见, 每个相机都会调用OnWillRenderObject

 Class Variables 类变量
 main The first enabled camera tagged "MainCamera" (Read Only) 
 第一个启用的被标记为 "MainCamera" 的相机 (只读)

 current 
 The camera we are currently rendering with, for low-level render control only (Read Only) 当前用于渲染的相机, 只用于低级的渲染控制 (只读)

 allCameras 
 Returns all enabled cameras in the scene 
 返回场景中所有启用的相机

 Inherited members 继承自成员

 Inherited Variables 继承自变量
 Object . Component . Behaviour 
 对象 . 组件 . 行为

 Inherited Functions 继承自函数
 Object . Component 对象 . 组件

 Inherited Class Functions 继承自类函数
 Object 对象