Camera.cameraToWorldMatrix
var cameraToWorldMatrix: Matrix4x4;
Description

Matrix that transforms from camera space to world space (Read Only).

Use this to calculate where in the world a specific camera space point is.

Note that camera space matches OpenGL convention: camera's forward is the negative Z axis. This is different from Unity's convention, where forward is the positive Z axis.
	// Draw a yellow sphere in scene view at distance
	// units along camera's viewing direction.
	
	var distance : float = -1.0;
	
	function OnDrawGizmosSelected () {
		var m : Matrix4x4 = camera.cameraToWorldMatrix;
		var p : Vector3 = m.MultiplyPoint (Vector3(0,0,distance));
		Gizmos.color = Color.yellow;
		Gizmos.DrawSphere (p, 0.2);
	}