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public void SetViewProjectionMatrices (Matrix4x4 view, Matrix4x4 proj);


viewView (world to camera space) matrix.
projProjection (camera to clip space) matrix.


Add a command to set the view and projection matrices.

This function is equivalent to calling SetViewMatrix and SetProjectionMatrix. It is slightly more efficient when changing both matrices at once.

Note: The camera space in Unity matches OpenGL convention, so the negative z-axis is the camera's forward. This is different from usual Unity convention, where the camera's forward is the positive z-axis. If you are manually creating the view matrix, for example with an inverse of Matrix4x4.LookAt, you need to scale it by -1 along the z-axis to get a proper view matrix.

using UnityEngine;
using UnityEngine.Rendering;

// Attach this script to a Camera and pick a mesh to render. // When entering Play mode, this will render a green mesh at // origin position, via a command buffer. [RequireComponent(typeof(Camera))] public class ExampleScript : MonoBehaviour { public Mesh mesh;

void Start() { var material = new Material(Shader.Find("Hidden/Internal-Colored")); material.SetColor("_Color",;

var tr = transform; var camera = GetComponent<Camera>();

// Code below does the same as what camera.worldToCameraMatrix would do. Doing // it "manually" here to illustrate how a view matrix is constructed. // // Matrix that looks from camera's position, along the forward axis. var lookMatrix = Matrix4x4.LookAt(tr.position, tr.position + tr.forward, tr.up); // Matrix that mirrors along Z axis, to match the camera space convention. var scaleMatrix = Matrix4x4.TRS(, Quaternion.identity, new Vector3(1, 1, -1)); // Final view matrix is inverse of the LookAt matrix, and then mirrored along Z. var viewMatrix = scaleMatrix * lookMatrix.inverse;

var buffer = new CommandBuffer(); buffer.SetViewProjectionMatrices(viewMatrix, camera.projectionMatrix); buffer.DrawMesh(mesh, Matrix4x4.identity, material);

camera.AddCommandBuffer(CameraEvent.BeforeSkybox, buffer); } }