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Unity Engine


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 12 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

left

The X coordinate of the left side of the near projection plane in view space.

right

The X coordinate of the right side of the near projection plane in view space.

bottom

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.

zNear

Z distance to the near plane from the origin in view space.

zFar

Z distance to the far plane from the origin in view space.

Returns

Type

Description

Matrix4x4A 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

Matrix4x4A 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

Matrix4x4A 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.