proj | 元の射影行列 |
renderIntoTexture | この射影をRenderTextureに描画するために使用するか |
Matrix4x4 現在のグラフィックスAPI用に補正された射影行列
カメラの射影行列から、GPU の射影行列を計算します
In Unity, projection matrices follow OpenGL convention. However on some platforms they
have to be transformed a bit to match the native API requirements. Use this function
to calculate how the final projection matrix will be like. The value will match what
comes as UNITY_MATRIX_P
matrix in a shader.
The renderIntoTexture
value should be set to true if you intend to render into a
RenderTexture with this projection matrix. On some platforms it affects how
the final matrix will look like.
Additional resources: Camera.projectionMatrix, Matrix4x4.Perspective, Platform differences, Built-in shader variables.