Unity Camera Projection Matrix
In unity projection matrices follow opengl convention.
Unity camera projection matrix. Pixel size depends on your screen resolution. Calculates the projection matrix from focal length sensor size lens shift near plane distance far plane distance and gate fit parameters. You can use camera resetstereoprojectionmatrices to revert the camera to using projection matrices provided by the vr sdk. The value will match what comes as unity matrix p matrix in a shader.
To calculate the projection matrix without taking gate fit into account use camera gatefitmode none. X is 1 0 or 1 0 if currently rendering with a flipped projection matrix y is the camera s near plane z is the camera s far plane and w is 1 farplane. After transforming some vectors using this and the projection matrix i am getting the exactly results that i was expecting. Note that projection matrix passed to shaders can be modified depending on platform and other state.
This property is used by unity s water rendering to setup an oblique projection matrix. It looks like camera worldtocameramatrix is the transform that is commonly referred to as the view matrix. X is the width of the camera s target texture in pixels the smallest unit in a computer image. Using custom projections requires good knowledge of transformation and projection matrices.