Camera.projectionMatrix

var projectionMatrix : Matrix4x4

Description

Set a custom projection matrix.

If you change this matrix, the camera no longer updates its rendering based on its fieldOfView. This lasts until you call ResetProjectionMatrix.

Use a custom projection only if you really need a non-standard projection. This property is used by Unity's water rendering to setup an oblique projection matrix. Using custom projections requires good knowledge of transformation and projection matrices.

JavaScript
// Make camera wobble in a funky way!
var originalProjection : Matrix4x4;
originalProjection = camera.projectionMatrix;

function Update () {
var p : Matrix4x4 = originalProjection;
// change some values from the original matrix
p.m01 += Mathf.Sin (Time.time * 1.2) * 0.1;
p.m10 += Mathf.Sin (Time.time * 1.5) * 0.1;
camera.projectionMatrix = p;
}

JavaScript
// Set an off-center projection, where perspective's vanishing
// point is not necessarily in the center of the screen.
//
// left/right/top/bottom define near plane size, i.e.
// how offset are corners of camera's near plane.
// Tweak the values and you can see camera's frustum change.

@script ExecuteInEditMode

var left : float = -0.2;
var right : float = 0.2;
var top : float = 0.2;
var bottom : float = -0.2;

function LateUpdate () {
var cam : Camera = camera;
var m : Matrix4x4 = PerspectiveOffCenter(
left, right, bottom, top,
cam.nearClipPlane, cam.farClipPlane );
cam.projectionMatrix = m;
}

static function PerspectiveOffCenter(
left : float, right : float,
bottom : float, top : float,
near : float, far : float ) : Matrix4x4
{
var x : float = (2.0 * near) / (right - left);
var y : float = (2.0 * near) / (top - bottom);
var a : float = (right + left) / (right - left);
var b : float = (top + bottom) / (top - bottom);
var c : float = -(far + near) / (far - near);
var d : float = -(2.0 * far * near) / (far - near);
var e : float = -1.0;

var m : Matrix4x4;
m[0,0] = x; m[0,1] = 0; m[0,2] = a; m[0,3] = 0;
m[1,0] = 0; m[1,1] = y; m[1,2] = b; m[1,3] = 0;
m[2,0] = 0; m[2,1] = 0; m[2,2] = c; m[2,3] = d;
m[3,0] = 0; m[3,1] = 0; m[3,2] = e; m[3,3] = 0;
return m;
}