Version: 2022.3
言語: 日本語
Method group is Obsolete

Camera.SetStereoViewMatrices

マニュアルに切り替える
Obsolete public void SetStereoViewMatrices (Matrix4x4 leftMatrix, Matrix4x4 rightMatrix);

パラメーター

leftMatrix 立体視の左目用ビューマトリクス。
rightMatrix 立体視の右目用ビューマトリクス。

説明

両方の目にカスタムのビューマトリクスを設定します。

In most cases you should use the view matrices provided by the VR SDK to ensure accurate stereoscopic rendering. However, in some scenarios it can be useful to override the view matrices to achieve specific effects. For example, custom view matrices would be required to implement binoculars in VR.

If custom view matrices have been set, then the Camera will analyze the view matrices to determine whether it is safe to use a single cull pass or if it must separately cull each eye. Use Camera.areVRStereoViewMatricesWithinSingleCullTolerance to find out which will be used.

Calling Camera.ResetStereoViewMatrices will revert the camera to using view matrices provided by the VR SDK. Note that the Camera.stereoSeparation will not be applied until you call Camera.ResetStereoViewMatrices.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Use this for initialization void Start() { }

// Update is called once per frame void Update() { Camera cam = GetComponent<Camera>();

Matrix4x4 viewL = cam.worldToCameraMatrix; Matrix4x4 viewR = cam.worldToCameraMatrix;

viewL[12] += 0.011f; viewR[12] -= 0.011f; cam.SetStereoViewMatrices(viewL, viewR); } }