Camera.SetStereoViewMatrix

Cambiar al Manual
public void SetStereoViewMatrix (Camera.StereoscopicEye eye, Matrix4x4 matrix);

Parámetros

eyeSpecifies the stereoscopic view matrix to set.
matrixThe matrix to be set.

Descripción

Sets a custom view matrix for a specific stereoscopic eye.

In most cases you should use the view matrices provided by the VR SDK to ensure accurate stereoscopic rendering. However, in some scenarios it can be useful to override the view matrices to achieve specific effects. For example, custom view matrices would be required to implement binoculars in VR.

If custom view matrices have been set, then the Camera will analyze the view matrices to determine whether it is safe to use a single cull pass or if it must separately cull each eye. Use Camera.areVRStereoViewMatricesWithinSingleCullTolerance to find out which will be used.

Calling Camera.ResetStereoViewMatrices will revert the camera to using view matrices provided by the VR SDK. Note that the Camera.stereoSeparation will not be applied until you call Camera.ResetStereoViewMatrices.

See Also: Camera.ResetStereoViewMatrices, Camera.stereoSeparation, Camera.areVRStereoViewMatricesWithinSingleCullTolerance

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Use this for initialization void Start() { }

// Update is called once per frame void Update() { Camera cam = GetComponent<Camera>();

Matrix4x4 viewL = cam.worldToCameraMatrix; Matrix4x4 viewR = cam.worldToCameraMatrix;

viewL[12] += 0.011f; viewR[12] -= 0.011f; cam.SetStereoViewMatrix(Camera.StereoscopicEye.Left, viewL); cam.SetStereoViewMatrix(Camera.StereoscopicEye.Right, viewR); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961