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    UNITY3D自定义相机三行四列投影矩阵

    2020/6/13      点击:

    在UNITY3D中,Camera.projectionMatrix 为相机的投影矩阵

    如果你改变这个矩阵,相机的渲染不再基于它的fieldOfView更新,直到调用ResetProjectionMatrix. 只有当真正需要一个非标准的投影时,才使用自定义投影。这个属性被Unity的水渲染使用来设置一个oblique projection 矩阵。使用自定义投影需要了解变换和投影矩阵。

    using UnityEngine;
    using System.Collections;

    //让相机以流行的方式晃动
    public class example : MonoBehaviour {
     public Matrix4x4 originalProjection;
     void Update() {
      //改变原始矩阵的某些值
                 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;
     }
    }

    可以发现摄像机投影矩阵是个三行四列的矩阵;

    //设置一个偏移中心的投影,这个透视的消失点没有必要在屏幕的中心
    //定义近载面大小,例如相机的近裁面偏移中心多少
    //改变这个值你就能看到相机视图的变化
    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;
     }
    }