Frustum
This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
Read time 3 minutesLast updated 13 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Frustum(float, float, float, float, float, float)
This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
public static Matrix4x4 Frustum(float left, float right, float bottom, float top, float zNear, float zFar)
Parameters
The X coordinate of the left side of the near projection plane in view space.
The X coordinate of the right side of the near projection plane in view space.
The Y coordinate of the bottom side of the near projection plane in view space.
The Y coordinate of the top side of the near projection plane in view space.
Z distance to the near plane from the origin in view space.
Z distance to the far plane from the origin in view space.
Returns
Type | Description |
|---|---|
| Matrix4x4 | A projection matrix with a viewing frustum defined by the plane coordinates passed in. |
Remarks
The corners of the near plane of the viewing frustum of the projection matrix are as follows:
top-left : (left, top, zNear)
top-right : (right, top, zNear)
bottom-right : (right, bottom, zNear)
bottom-left : (left, bottom, zNear)
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.
See also glFrustum.
Frustum(FrustumPlanes)
This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
public static Matrix4x4 Frustum(FrustumPlanes fp)
Parameters
Returns
Type | Description |
|---|---|
| Matrix4x4 | A projection matrix with a viewing frustum defined by the plane coordinates passed in. |
Remarks
The corners of the near plane of the viewing frustum of the projection matrix are as follows:
top-left : (left, top, zNear)
top-right : (right, top, zNear)
bottom-right : (right, bottom, zNear)
bottom-left : (left, bottom, zNear)
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.
See also glFrustum.
Frustum(FrustumPlanes)
This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
public static Matrix4x4 Frustum(in FrustumPlanes fp)
Parameters
Returns
Type | Description |
|---|---|
| Matrix4x4 | A projection matrix with a viewing frustum defined by the plane coordinates passed in. |
Remarks
The corners of the near plane of the viewing frustum of the projection matrix are as follows:
top-left : (left, top, zNear)
top-right : (right, top, zNear)
bottom-right : (right, bottom, zNear)
bottom-left : (left, bottom, zNear)
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.
See also glFrustum.