Version: 5.5

GL.GetGPUProjectionMatrix

マニュアルに切り替える
public static Matrix4x4 GetGPUProjectionMatrix (Matrix4x4 proj, bool renderIntoTexture);

パラメーター

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

戻り値

Matrix4x4 現在のグラフィックスAPI用に補正された射影行列

説明

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.

See Also: Camera.projectionMatrix, Platform differences, Built-in shader variables.