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Question by MainframePT · Aug 21, 2014 at 02:16 PM · cameramodel

Math behind Unity camera model

Hello,

I'm looking for detailed information regarding the math behind Unity camera model. For example, for a given 3D point what are all the calculations done in background that lead to its positioning within camera space?

I'm aware that, just like OpenGL, Unity has a Model, View and Projection matrix so can I assume the type and order of all the operations shown in this OpenGL tutorial are pretty much the same?

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avatar image _dns_ · Aug 21, 2014 at 02:33 PM 1
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Hi, maybe looking into the shaders sources code could give you enough information about that: https://unity3d.com/unity/download/archive Shaders exposes all matrices and how Unity uses them to transform a vertex until projection. Using the Editor to inspect the code generated by a shader can help too to get additional code and details.

avatar image christoph_r · Aug 21, 2014 at 02:36 PM 0
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These are actually the mathematical basics of pretty much any vertex based 3D rendering. So yes, the principle is the same.

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