Set a custom projection matrix.
If you change this matrix, the camera no longer updates its rendering based on its fieldOfView. This lasts until you call ResetProjectionMatrix. Use a custom projection only if you really need a non-standard projection. This property is used by Unity's water rendering to setup an oblique projection matrix. Using custom projections requires good knowledge of transformation and projection matrices.
// Make camera wobble in a funky way! var originalProjection : Matrix4x4; originalProjection = camera.projectionMatrix; function Update () { var p : Matrix4x4 = originalProjection; // change some values from the original matrix p.m01 += Mathf.Sin (Time.time * 1.2) * 0.1; p.m10 += Mathf.Sin (Time.time * 1.5) * 0.1; camera.projectionMatrix = p; }
// Set an off-center projection, where perspective's vanishing // point is not necessarily in the center of the screen. // // left/right/top/bottom define near plane size, i.e. // how offset are corners of camera's near plane. // Tweak the values and you can see camera's frustum change. @script ExecuteInEditMode var left : float = -0.2; var right : float = 0.2; var top : float = 0.2; var bottom : float = -0.2; function LateUpdate () { var cam : Camera = camera; var m : Matrix4x4 = PerspectiveOffCenter( left, right, bottom, top, cam.nearClipPlane, cam.farClipPlane ); cam.projectionMatrix = m; } static function PerspectiveOffCenter( left : float, right : float, bottom : float, top : float, near : float, far : float ) : Matrix4x4 { var x : float = (2.0 * near) / (right - left); var y : float = (2.0 * near) / (top - bottom); var a : float = (right + left) / (right - left); var b : float = (top + bottom) / (top - bottom); var c : float = -(far + near) / (far - near); var d : float = -(2.0 * far * near) / (far - near); var e : float = -1.0; var m : Matrix4x4 = new Matrix4x4(); m[0,0] = x; m[0,1] = 0; m[0,2] = a; m[0,3] = 0; m[1,0] = 0; m[1,1] = y; m[1,2] = b; m[1,3] = 0; m[2,0] = 0; m[2,1] = 0; m[2,2] = c; m[2,3] = d; m[3,0] = 0; m[3,1] = 0; m[3,2] = e; m[3,3] = 0; return m; }