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Question by zhangjiq · May 23, 2012 at 02:32 AM · camerashaderrender

Several questions about OnRenderObject and Camera projection matrix use.

Hi, I implemented a prosedure mesh way to simulate rain and snow effect,using the method shaderX7 chapter 5.1 presented. It works fine now, but I'm still confusing about something in unity. I expose a public Camera pointer to get the main camera,and render the mesh use graphis.DrawMeshNow in OnRenderObject.

1.When I play the game in editor,everythings works fine if only Scene View or Game View is visible. If I change the editor layout, make the Scene View and Game View both visble, camera parameters which I pass to shader seems wrong. 2.I need to get the camera projection matrix and pass it to the shader. I found in forward rendering I can use it directly,but in deffered rendering I need to do some flip like this for(int i=0;i<4;i++) { P[1,i] = -P[1,i]; P[2,i] = P[2,i] 0.5 + P[3,i] 0.5f; } I found it in some thread but I don't know why. 3.It seems I can't use Camera.current to get the parameters in OnRenderObject.When the camera moves, the parameters go wrong.

Thanks for any help.

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