Version: 2022.1
LanguageEnglish
• C#

# Matrix4x4.Frustum

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## 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.