Game Development Reference
In-Depth Information
Camera rendering and postprocessing
The official Unity documentation concerning camera rendering and postprocessing
is comparatively sparse. However, this should not be taken as an indication that
there's little to be said on the subject. On the contrary, Unity cameras and objects
offer extensive flexibility over how the scene is rendered. These topics fall under the
umbrella term of postprocessing. Specifically, this refers to all the additional edits
and amendments made to a camera's rendered output that is not included as part
of the normal render. This includes blur effects, color adjustments, fish-eye effects,
and so on. It should be said here that access to these features is included only in the
professional version of Unity and not in the free version. For this reason, free users
will not be able to follow along and complete this section. However, for professional
version users, there is a wide range of camera-rendering features available, as shown
in the following screenshot. This section considers them by creating a camera change
system in which one camera will cross-fade smoothly into another. By cross-fade, I
don't simply mean that one camera will cut to another, which (incidentally) can be
achieved by changing a camera's depth field, as higher-order cameras are rendered
above lower-order cameras. I rather mean that the rendered output of the first
camera will gradually dissolve in opacity to reveal the output of the second camera.
So, let's get started.
Creating a scene with multiple cameras
 
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