Select your preferred scripting language. All code snippets will be displayed in this language.
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
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
|proj||Source projection matrix.|
|renderIntoTexture||Will this projection be used for rendering into a RenderTexture?|
Matrix4x4 Adjusted projection matrix for the current graphics API.
Compute GPU projection matrix from camera's projection matrix.
In Unity, projection matrices follow OpenGL convention. However on some platforms they
have to be transformed a bit to match the native API requirements. Use this function
to calculate how the final projection matrix will be like. The value will match what
UNITY_MATRIX_P matrix in a shader.
renderIntoTexture value should be set to true if you intend to render into a
RenderTexture with this projection matrix. On some platforms it affects how
the final matrix will look like.
See Also: Camera.projectionMatrix, Platform differences, Built-in shader variables.
Did you find this page useful? Please give it a rating: