Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

GL.GetGPUProjectionMatrix

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function GetGPUProjectionMatrix(proj: Matrix4x4, renderIntoTexture: bool): Matrix4x4;
public static Matrix4x4 GetGPUProjectionMatrix(Matrix4x4 proj, bool renderIntoTexture);

Parameters

proj Source projection matrix.
renderIntoTexture Will this projection be used for rendering into a RenderTexture?

Returns

Matrix4x4 Adjusted projection matrix for the current graphics API.

Description

Compute GPU projection matrix from camera's projection matrix.

In Unity, projection matrices follow OpenGL convention. However on some platforms they have to be transformed a bit to match the native API requirements. Use this function to calculate how the final projection matrix will be like. The value will match what comes as UNITY_MATRIX_P matrix in a shader.

The renderIntoTexture value should be set to true if you intend to render into a RenderTexture with this projection matrix. On some platforms it affects how the final matrix will look like.

See Also: Camera.projectionMatrix, Platform differences, Built-in shader variables.

Did you find this page useful? Please give it a rating: