Camera.projectionMatrix 投影矩陣
如果你改變這個矩陣,相機的渲染不再基於它的fieldOfView更新,直到調用ResetProjectionMatrix.
只有當真正需要一個非標准的投影時,才使用自定義投影。這個屬性被Unity的水渲染使用來設置一個oblique projection 矩陣。使用自定義投影需要了解變換和投影矩陣。
using UnityEngine;
using System.Collections;
//讓相機以流行的方式晃動
public class example : MonoBehaviour {
public Matrix4x4 originalProjection;
void Update() {
//改變原始矩陣的某些值
Matrix4x4 p = originalProjection;
p.m01 += Mathf.Sin(Time.time * 1.2F) * 0.1F;
p.m10 += Mathf.Sin(Time.time * 1.5F) * 0.1F;
camera.projectionMatrix = p;
}
public void Awake() {
originalProjection = camera.projectionMatrix;
}
}
可以發現攝像機投影矩陣是個三行四列的矩陣;
//設置一個偏移中心的投影,這個透視的消失點沒有必要在屏幕的中心
//定義近載面大小,例如相機的近裁面偏移中心多少
//改變這個值你就能看到相機視圖的變化
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public float left = -0.2F;
public float right = 0.2F;
public float top = 0.2F;
public float bottom = -0.2F;
void LateUpdate() {
Camera cam = camera;
Matrix4x4 m = PerspectiveOffCenter(left, right, bottom, top, cam.nearClipPlane, cam.farClipPlane);
cam.projectionMatrix = m;
}
static Matrix4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float near, float far) {
float x = 2.0F * near / right - left;
float y = 2.0F * near / top - bottom;
float a = right + left / right - left;
float b = top + bottom / top - bottom;
float c = -far + near / far - near;
float d = -2.0F * far * near / far - near;
float e = -1.0F;
Matrix4x4 m;
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;
}
}