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Question by jonathan_topf · May 18, 2015 at 03:14 PM · cameramatrix4x4projection-matrix

Generating rays from cameras with custom projection matrices

Hi there, I'm trying to generate a ray from a camera that has a custom projection matrix applied to it. I'm currently trying using the following code but I'm at the limit of my matrix math abilities so I'm having a hard time debugging whats going wrong.

Camera Code (csharp):

 Camera.main.ResetProjectionMatrix ();
 Matrix4x4mat = Camera.main.projectionMatrix;
 
 Matrix4x4shearMatrix = Matrix4x4.identity;
 shearMatrix.SetRow (1, newVector4 (0,1,2,0));
 mat *= shearMatrix;
 Camera.main.projectionMatrix = mat;
 

Raycast Code Code (csharp):

 Vector3viewportPoint = Camera.main.ScreenToViewportPoint(Input.mousePosition);
 RaycastHithit;
 Rayray = Camera.main.ScreenPointToRay(Camera.main.projectionMatrix.inverse * viewportPoint);
 
 if (Physics.Raycast(ray, outhit))
 {
     ...
 }
 

I've seen similar questions asked but no answers, does anybody know what I could try next?

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Answer by jonathan_topf · May 22, 2015 at 12:07 PM

I ended up getting a genius friend to help and we came up with this

 usingUnityEngine;
 usingSystem.Collections;

 public classShearCameraMatrix : MonoBehaviour
 {
     public float shear = 1f;
     public float sheerOffsetFactor = 60f;

     Camera_camera;

     Matrix4x4 OriginalProj;
     Matrix4x4 ShearMat;

     void Start () 
     {
         SetSkew ();
         _camera = GetComponent<Camera> ();

     }

     void SetSkew ()
     {
         Camera.main.ResetProjectionMatrix ();
         Matrix4x4 mat = Camera.main.projectionMatrix;
         OriginalProj = mat;
         Matrix4x4 shearMatrix = Matrix4x4.identity;
         shearMatrix.SetRow (1, newVector4 (0,1,shear,shear * sheerOffsetFactor));
         ShearMat = shearMatrix;
         mat *= shearMatrix;

         Camera.main.projectionMatrix = mat;
     }


     Vector3 ScreenToWorld(Vector3screenPos)
     {
     Vector4 ScreenPosH = screenPos;
     ScreenPosH.w = 1.0f;
     Vector4 WorldPos = _camera.worldToCameraMatrix.inverse * ShearMat.inverse * OriginalProj.inverse * ScreenPosH;
     return WorldPos;
     }


     public RayScreenPointToRay(Vector3screenPos)
     {

         Vector3 rasterizedScreen = screenPos;
         rasterizedScreen.x /= _camera.pixelWidth;
         rasterizedScreen.y /= _camera.pixelHeight;
         rasterizedScreen.z = 0.0f;
         rasterizedScreen *= 2.0f;
         rasterizedScreen -= Vector3.one;

         Vector3screen1 = rasterizedScreen;
         screen1.z = 0.0f;
         Vector3screen2 = rasterizedScreen;
         screen2.z = -1;
         Vector3 world1 = ScreenToWorld(screen1);
         Vector3 world2 = ScreenToWorld(screen2);
         Ray ray = newRay (world2, world1 - world2);

         return ray;
     }
 }
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