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Question by Sadlercs · Jan 04, 2017 at 03:58 AM · cameramatrixscreentoworldpointmatrix4x4

Calculation behind camera.ScreenToWorldPoint

Hello everyone,

Is there any way to reproduce camera.ScreenToWorldPoint using matrix calculation? One has been produced on here for the opposite by user zach-r-d.

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Answer by zhentao · Feb 26, 2019 at 08:25 AM

 Vector3 manualScreenPointToWorld(Camera cam, Vector3 sp)
  {
     Matrix4x4 world2Screen = cam.projectionMatrix * cam.worldToCameraMatrix;
     Matrix4x4 screen2World = world2Screen.inverse;
 
     float[] inn = new float[4];
 
     inn[0] = 2.0f * (sp.x / cam.pixelWidth) - 1.0f;
     inn[1] = 2.0f * (sp.y / cam.pixelHeight) - 1.0f;
     inn[2] = cam.nearClipPlane;
     inn[3] = 1.0f;  
 
     Vector4 pos = screen2World * new Vector4(inn[0], inn[1] , inn[2], inn[3]);
 
     pos.w = 1.0f / pos.w;
 
     pos.x *= pos.w;
     pos.y *= pos.w;
     pos.z *= pos.w;
     
     return new Vector3(pos.x,pos.y,pos.z);
  }

Reference1:http://webcache.googleusercontent.com/search?q=cache:http://collagefactory.blogspot.com/2010/03/gluunproject-source-code.html

Reference2:https://answers.unity.com/questions/1014337/calculation-behind-cameraworldtoscreenpoint.html

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