eye | 指定需要设置哪个立体眼睛的投影矩阵。 |
matrix | 要设置的矩阵。 |
为特定立体眼睛设置自定义投影矩阵。
一般情况下,建议始终使用 VR SDK 提供的投影矩阵来确保立体渲染的准确性。但是,对于某些特定情况,重写投影矩阵以实现特定效果可能比较有用。例如,在 VR 中,需要自定义投影矩阵才能实现双筒望远镜效果。
为了处理每只眼睛的自定义投影矩阵,必须在播放器设置中将 RenderingPath 设置为 Multi Pass。
调用 Camera.ResetStereoProjectionMatrices 会将摄像机还原为使用 VR SDK 提供的投影矩阵。
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