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Question by 4everAwake · Aug 14, 2014 at 01:12 PM · fovprojection-matrix

How can I extract the FOV information from the projection matrix?

Hello. I made a somewhat similar inquiry a few days ago. But I'm currently trying to patch Unity games for stereo 3D support. I need to account for changes in FOV and I'm not sure how to extract the FOV information from the projection matrix. I really don't know much about coding. I'm currently using a custom wrapper to dump & edit the vertex & pixel shaders (in ASM).
Thanks in advance.

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Answer by Luckymouse · Dec 27, 2015 at 11:05 AM

I use the unity_CameraProjection matrix to calculate the FOV in shader. Here is the formula:

     float t = unity_CameraProjection._m11;
     const float Rad2Deg = 180 / UNITY_PI;
     float fov = atan(1.0f / t ) * 2.0 * Rad2Deg;

If you want to calculate in C#, check out the link here.

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