Version: 5.6
public static Matrix4x4 Ortho (float left, float right, float bottom, float top, float zNear, float zFar);



The returned matrix is such that views left to right, bottom to top area, with zNear and zFar depth clipping planes.

If you want to use orthogonal for pixel-correct rendering, it is better to use GL.LoadPixelMatrix, as that would apply proper half-texel offsets for Direct3D renderer.

See Also: GL.LoadPixelMatrix, GL.LoadProjectionMatrix, GUI.matrix.