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Changing camera.projectionMatrix doesn't affect skyboxes?
It appears that when you modify a camera's projectionMatrix the skybox is still rendered with the default matrix.
Is there a method to fix that or is that a limitation of Unity at this point?
Thanks.
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I made a customized copy of the built-in skybox shader as a workaround: http://answers.unity3d.com/questions/534838/how-can-i-make-a-skybox-respect-oblique-frustum.html
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