Version: 2020.3
LanguageEnglish
  • C#

Matrix4x4.Frustum

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

Declaration

public static Matrix4x4 Frustum(float left, float right, float bottom, float top, float zNear, float zFar);

Declaration

public static Matrix4x4 Frustum(FrustumPlanes fp);

Parameters

left The X coordinate of the left side of the near projection plane in view space.
right The X coordinate of the right side of the near projection plane in view space.
bottom The Y coordinate of the bottom side of the near projection plane in view space.
top The Y coordinate of the top side of the near projection plane in view space.
zNear Z distance to the near plane from the origin in view space.
zFar Z distance to the far plane from the origin in view space.
frustumPlanes Frustum planes struct that contains the view space coordinates of that define a viewing frustum.

Returns

Matrix4x4 A projection matrix with a viewing frustum defined by the plane coordinates passed in.

Description

This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.

The corners of the near plane of the viewing frustum of the projection matrix are as follows:
top-left : (left, top, zNear)
top-right : (right, top, zNear)
bottom-right : (right, bottom, zNear)
bottom-left : (left, bottom, zNear)

The returned matrix embeds a z-flip operation whose purpose is to cancel the z-flip performed by the camera view matrix. If the view matrix is an identity or some custom matrix that doesn't perform a z-flip, consider multiplying the third column of the projection matrix (i.e. m02, m12, m22 and m32) by -1.

See also glFrustum.