proj | 源投影矩阵。 |
renderIntoTexture | 此投影是否将用于渲染到 RenderTexture 中? |
Matrix4x4 针对当前图形 API 的已调整投影矩阵。
从摄像机的投影矩阵计算 GPU 投影矩阵。
在 Unity 中,投影矩阵遵循 OpenGL 转换。但在某些平台上,必须对它们
稍微进行变换以符合原生 API 要求。使用此函数
来计算最终投影矩阵的外观。该值将匹配着色器中
表现为 UNITY_MATRIX_P
矩阵的内容。
如果您打算使用此投影矩阵渲染到
RenderTexture 中,则应将 renderIntoTexture
设置为 true。在某些平台上,其影响
最终矩阵的外观。
另请参阅:Camera.projectionMatrix, Matrix4x4.Perspective, 平台差异、内置着色器变量。
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