2022-10-31 09:23:07 -04:00

42 lines
1.6 KiB
C#

using UnityEngine;
/**
https://gamedev.stackexchange.com/questions/144575/how-to-force-keep-the-aspect-ratio-and-specific-resolution-without-stretching-th
*/
[RequireComponent(typeof(Camera))]
public class CameraCrop : MonoBehaviour {
// Set this to your target aspect ratio, eg. (16, 9) or (4, 3).
public Vector2 targetAspect = new Vector2(16, 9);
Camera _camera;
void Start () {
_camera = GetComponent<Camera>();
UpdateCrop();
}
// Call this method if your window size or target aspect change.
public void UpdateCrop() {
// Determine ratios of screen/window & target, respectively.
float screenRatio = Screen.width / (float)Screen.height;
float targetRatio = targetAspect.x / targetAspect.y;
if(Mathf.Approximately(screenRatio, targetRatio)) {
// Screen or window is the target aspect ratio: use the whole area.
_camera.rect = new Rect(0, 0, 1, 1);
}
else if(screenRatio > targetRatio) {
// Screen or window is wider than the target: pillarbox.
float normalizedWidth = targetRatio / screenRatio;
float barThickness = (1f - normalizedWidth)/2f;
_camera.rect = new Rect(barThickness, 0, normalizedWidth, 1);
}
else {
// Screen or window is narrower than the target: letterbox.
float normalizedHeight = screenRatio / targetRatio;
float barThickness = (1f - normalizedHeight) / 2f;
_camera.rect = new Rect(0, barThickness, 1, normalizedHeight);
}
}
}