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Question by jade1209 · Apr 11, 2017 at 05:34 PM · unity 5cameraperspective camera

Issue with Perspective Camera with a specific view.

Hello Unity community. I have a little problem about perspective camera. What I want to achieve is similar to the following screenshot but I want the 2 side images on top of the screen. alt text

However, when I adjust the y position of the image, what I get is the following screenshot.

alt text

So, to conclude my problem. I want the view like the first image but position like the second image and I don't know how to do it. So, any suggestion? Thank you!

2.png (64.5 kB)
3.png (64.5 kB)
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avatar image Bodrp · Apr 13, 2017 at 02:25 AM 0
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I am guessing a good answer would include the use of a custom projection matrix.

avatar image ritoban · Apr 13, 2017 at 02:55 AM 0
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Basically, you want projection on the X and Z axis, but the Y axis should be orthographic. I don't even now if that's possible with a custom projection matrix. You might want to look at Thin$$anonymous$$atrix's openGL tutorials where he covers projection matrices. But I have no idea how to combine 2 types of projection matrices in different axes.

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Answer by Bodrp · Apr 16, 2017 at 08:45 AM

Right here I think is what you need. I tweaked gfoot's code a little to get this:

 using UnityEngine;
 
 public class ProjectionMatrixCustomizer : MonoBehaviour
 {
     [SerializeField] float left = -5;
     [SerializeField] float right = 5;
     [SerializeField] float bottom = -10;
     [SerializeField] float top = 1;
     [SerializeField] float dist = 15;
 
     public void Update()
     {
         Camera.main.projectionMatrix = PerspectiveOffCenter(left, right, bottom, top, dist, Camera.main.nearClipPlane, Camera.main.farClipPlane);
     }
 
     Matrix4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float dist, float near, float far)
     {
         float x = 2.0f * dist / (right - left);
         float y = 2.0f * dist / (top - bottom);
         float a = (right + left) / (right - left);
         float b = (top + bottom) / (top - bottom);
         float c = -(far + near) / (far - near);
         float d = -(2.0f * far * near) / (far - near);
         float e = -1.0f;
         var m = new Matrix4x4();
         m[0, 0] = x;
         m[0, 1] = 0;
         m[0, 2] = a;
         m[0, 3] = 0;
         m[1, 0] = 0;
         m[1, 1] = y;
         m[1, 2] = b;
         m[1, 3] = 0;
         m[2, 0] = 0;
         m[2, 1] = 0;
         m[2, 2] = c;
         m[2, 3] = d;
         m[3, 0] = 0;
         m[3, 1] = 0;
         m[3, 2] = e;
         m[3, 3] = 0;
         return m;
     }
 }

From there, I fiddled with the serialized fields to get what I wanted. Which I didn't. But I managed to get what YOU wanted (maybe). Whatever you do, if you leave Top value near 0, you should be able to get the desired effect.

When you're done, I suggest you change the Update() method for a Start() method to avoid recalculating the matrix every frame.

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