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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?
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.
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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