left | Left-side x-coordinate. |
right | Right-side x-coordinate. |
bottom | Bottom y-coordinate. |
top | Top y-coordinate. |
zNear | Near depth clipping plane value. |
zFar | Far depth clipping plane value. |
Matrix4x4 The projection matrix.
Create an orthogonal projection matrix.
The returned matrix, when used as a Camera's projection matrix, creates a projection of
the area between left
, right
, top
and bottom
, with zNear
and zFar
as the near and far depth clipping
planes into a cube going from (left, bottom, near) = (-1, -1, -1) to (right, top, far) = (1, 1, 1).
The returned matrix embeds a z-flip operation whose purpose is to cancel the z-flip performed by the camera view matrix.
If the view matrix is an identity or some custom matrix that doesn't perform a z-flip, consider multiplying the third
column of the projection matrix (i.e. m02, m12, m22 and m32) by -1.
Projection matrices in Unity follow OpenGL convention, i.e. clip space near plane is at z=-1
, and far plane is at z=1
.
Note that depending on the graphics API used, projection matrices in shaders can follow different convention, for example the D3D-style
clip space has near plane at zero and far plane at one; and "reversed Z" projection has near plane at one and far plane at zero.
To calculate projection matrix value suitable for passing to shader variables, use GL.GetGPUProjectionMatrix.
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { // create orthographic matrix var matrix = Matrix4x4.Ortho(-4, 4, -2, 2, 1, 100); // will print: // 0.25000 0.00000 0.00000 0.00000 // 0.00000 0.50000 0.00000 0.00000 // 0.00000 0.00000 -0.02020 -1.02020 // 0.00000 0.00000 0.00000 1.00000 Debug.Log("projection matrix\n" + matrix);
// get shader-compatible projection matrix value var shaderMatrix = GL.GetGPUProjectionMatrix(matrix, false); // on a Direct3D-like graphics API, will print: // 0.25000 0.00000 0.00000 0.00000 // 0.00000 0.50000 0.00000 0.00000 // 0.00000 0.00000 0.01010 1.01010 // 0.00000 0.00000 0.00000 1.00000 Debug.Log("shader projection matrix\n" + shaderMatrix); } }