# SetStereoProjectionMatrix(StereoscopicEye, Matrix4x4)

> Sets a custom projection matrix for a specific stereoscopic eye.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void SetStereoProjectionMatrix(Camera.StereoscopicEye eye, Matrix4x4 matrix)
```

### Parameters

**** (\[StereoscopicEye]\(/engine/6000.0/script-reference/unityengine/camera/stereoscopiceye)): Specifies the stereoscopic eye whose projection matrix needs to be set.**** (\[Matrix4x4]\(/engine/6000.0/script-reference/unityengine/matrix4x4)): The matrix to be set.

### Remarks

In general it is recommended to stick with the projection matrices provided by the VR SDK to ensure accurate stereoscopic rendering. However for some specific scenarios it can be useful to override the projection matrices to achieve specific effects. For example, custom projection matrices would be required to implement binoculars in VR. In order to process custom projection matrix per eye, [RenderingPath](/engine/6000.0/script-reference/unityengine/renderingpath.md) has to be set to Multi Pass in player settings.

Calling [Camera.ResetStereoProjectionMatrices](/engine/6000.0/script-reference/unityengine/camera/resetstereoprojectionmatrices.md) will revert the camera to using projection matrices provided by the VR SDK.
