ワールド空間からカメラ空間に変換する行列。
This matrix is often referred to as "view matrix" in graphics literature.
Use this to calculate the Camera space position of GameObjects or to provide a custom Camera's
location that is not based on the transform.
Note that camera space matches OpenGL convention: camera's forward is the negative
Z axis. This is different from Unity's convention, where forward is the positive Z
axis.
If you change this matrix, the camera no longer updates its rendering based on its Transform.
This lasts until you call ResetWorldToCameraMatrix.
// Offsets camera's rendering from the transform's position. using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Vector3 offset = new Vector3(0, 1, 0); Camera cam;
void Start() { cam = GetComponent<Camera>(); }
void LateUpdate() { Vector3 camoffset = new Vector3(-offset.x, -offset.y, offset.z); Matrix4x4 m = Matrix4x4.TRS(camoffset, Quaternion.identity, new Vector3(1, 1, -1)); cam.worldToCameraMatrix = m * transform.worldToLocalMatrix; } }
See Also: Matrix4x4.LookAt, CommandBuffer.SetViewMatrix.