public static Matrix4x4 Frustum
(float left,
float right,
float bottom,
float top,
float zNear,
float zFar);

left | The X coordinate of the left side of the near projection plane in view space. |

right | The X coordinate of the right side of the near projection plane in view space. |

bottom | The Y coordinate of the bottom side of the near projection plane in view space. |

top | The Y coordinate of the top side of the near projection plane in view space. |

zNear | Z distance to the near plane from the origin in view space. |

zFar | Z distance to the far plane from the origin in view space. |

frustumPlanes | Frustum planes struct that contains the view space coordinates of that define a viewing frustum. |

**Matrix4x4**
A projection matrix with a viewing frustum defined by the plane coordinates passed in.

This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.

The corners of the near plane of the viewing frustum of the projection matrix are as follows:

top-left : (left, top, zNear)

top-right : (right, top, zNear)

bottom-right : (right, bottom, zNear)

bottom-left : (left, bottom, zNear)

The returned matrix embeds a z-flip operation whose purpose is to cancel the z-flip performed by the camera view matrix.
If the view matrix is an identity or some custom matrix that doesn't perform a z-flip, consider multiplying the third
column of the projection matrix (i.e. m02, m12, m22 and m32) by -1.

See also glFrustum.

Copyright © 2020 Unity Technologies. Publication 2019.4