| leftMatrix | View matrix for the stereo left eye. |
| rightMatrix | View matrix for the stereo right eye. |
Set custom view matrices for both eyes.
You can resume using the Unity computed matrices by calling Camera.ResetStereoViewMatrices.
#pragma strict
// Use this for initialization
function Start() {
}
// Update is called once per frame
function Update() {
var cam: Camera = GetComponent.<Camera>();
var viewL: Matrix4x4 = cam.worldToCameraMatrix;
var viewR: Matrix4x4 = cam.worldToCameraMatrix;
viewL[12] += 0.011f;
viewR[12] -= 0.011f;
cam.SetStereoViewMatrices(viewL, viewR);
}
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour {
// Use this for initialization void Start () { } // Update is called once per frame void Update () { Camera cam = GetComponent<Camera>();
Matrix4x4 viewL = cam.worldToCameraMatrix; Matrix4x4 viewR = cam.worldToCameraMatrix;
viewL[12] += 0.011f; viewR[12] -= 0.011f; cam.SetStereoViewMatrices (viewL, viewR); } }
If you use this function, the Camera.stereoSeparation will not be apply until you call Camera.ResetStereoViewMatrices.