Version: 2019.4
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Camera.cullingMatrix

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public Matrix4x4 cullingMatrix;

Description

Sets a custom matrix for the camera to use for all culling queries.

This lasts until it is disabled by calling ResetCullingMatrix.

A custom culling matrix can be useful in situations where multiple cameras must be culled identically in order to render effects such as reflections.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Camera cullingCamera;

void Awake() { cullingCamera = gameObject.AddComponent<Camera>(); SetMainCameraCustomCullingMatrix(new Vector3(10.0f, 10.0f, 10.0f), Vector3.zero); }

void SetMainCameraCustomCullingMatrix(Vector3 cameraPosition, Vector3 lookAtPosition) { transform.position = cameraPosition; transform.LookAt(lookAtPosition); Camera.main.cullingMatrix = cullingCamera.projectionMatrix * cullingCamera.worldToCameraMatrix; }

void ResetMainCameraCullingMatrix() { Camera.main.ResetCullingMatrix(); } }