Version: 2020.3

CommandBuffer.SetViewProjectionMatrices

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public void SetViewProjectionMatrices (Matrix4x4 view, Matrix4x4 proj);

参数

view 视图(世界到摄像机空间)矩阵。
proj 投影(摄像机到剪辑空间)矩阵。

描述

添加用于设置视图和投影矩阵的命令。

此函数等效于调用 SetViewMatrixSetProjectionMatrix。同时更改两个矩阵可略微提高效率。

This function is compatible with the Built-in Render Pipeline. It is not compatible with the Universal Render Pipeline (URP), the High Definition Render Pipeline (HDRP), or custom Scriptable Render Pipelines.

注意:Unity 中的摄像机空间遵守 OpenGL 约定,因此负 z 轴是摄像机前方。这 与通常的 Unity 约定不同,在 Unity 中,摄像机前方为正 z 轴。如果 手动创建视图矩阵(例如使用 Matrix4x4.LookAt 的逆矩阵),则需要 沿 z 轴将它缩放 -1,以获取正确的视图矩阵。

using UnityEngine;
using UnityEngine.Rendering;

// Attach this script to a Camera and pick a mesh to render. // When entering Play mode, this will render a green mesh at // origin position, via a command buffer. [RequireComponent(typeof(Camera))] public class ExampleScript : MonoBehaviour { public Mesh mesh;

void Start() { var material = new Material(Shader.Find("Hidden/Internal-Colored")); material.SetColor("_Color", Color.green);

var tr = transform; var camera = GetComponent<Camera>();

// Code below does the same as what camera.worldToCameraMatrix would do. Doing // it "manually" here to illustrate how a view matrix is constructed. // // Matrix that looks from camera's position, along the forward axis. var lookMatrix = Matrix4x4.LookAt(tr.position, tr.position + tr.forward, tr.up); // Matrix that mirrors along Z axis, to match the camera space convention. var scaleMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1, 1, -1)); // Final view matrix is inverse of the LookAt matrix, and then mirrored along Z. var viewMatrix = scaleMatrix * lookMatrix.inverse;

var buffer = new CommandBuffer(); buffer.SetViewProjectionMatrices(viewMatrix, camera.projectionMatrix); buffer.DrawMesh(mesh, Matrix4x4.identity, material);

camera.AddCommandBuffer(CameraEvent.BeforeSkybox, buffer); } }