Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

Camera.CalculateFrustumCorners

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

Switch to Manual
public method CalculateFrustumCorners(viewport: Rect, z: float, eye: Camera.MonoOrStereoscopicEye, outCorners: Vector3[]): void;
public void CalculateFrustumCorners(Rect viewport, float z, Camera.MonoOrStereoscopicEye eye, Vector3[] outCorners);

Parameters

viewportNormalized viewport coordinates to use for the frustum calculation.
zZ-depth from the camera origin at which the corners will be calculated.
eyeCamera eye projection matrix to use.
outCornersOutput array for the frustum corner vectors. Cannot be null and length must be >= 4.

Description

Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth.

This can be used to efficiently calculate the world space position of a pixel in an image effect shader. See standard assets implementation of global fog.

no example available in JavaScript
using UnityEngine;

public class ExampleClass : MonoBehaviour { void Update() { // this example shows the different camera frustums when using asymmetric projection matrices (like those used by OpenVR).

var camera = GetComponent<Camera>(); Vector3[] frustumCorners = new Vector3[4]; camera.CalculateFrustumCorners(new Rect(0, 0, 1, 1), camera.farClipPlane, Camera.MonoOrStereoscopicEye.Mono, frustumCorners);

for (int i = 0; i < 4; i++) { var worldSpaceCorner = camera.transform.TransformVector(frustumCorners[i]); Debug.DrawRay(camera.transform.position, worldSpaceCorner, Color.blue); }

camera.CalculateFrustumCorners(new Rect(0, 0, 1, 1), camera.farClipPlane, Camera.MonoOrStereoscopicEye.Left, frustumCorners);

for (int i = 0; i < 4; i++) { var worldSpaceCorner = camera.transform.TransformVector(frustumCorners[i]); Debug.DrawRay(camera.transform.position, worldSpaceCorner, Color.green); }

camera.CalculateFrustumCorners(new Rect(0, 0, 1, 1), camera.farClipPlane, Camera.MonoOrStereoscopicEye.Right, frustumCorners);

for (int i = 0; i < 4; i++) { var worldSpaceCorner = camera.transform.TransformVector(frustumCorners[i]); Debug.DrawRay(camera.transform.position, worldSpaceCorner, Color.red); } } }

Which can be seen in the following image: .

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