eye | 指定需要设置哪个立体眼睛的投影矩阵。 |
matrix | 要设置的矩阵。 |
为特定立体眼睛设置自定义投影矩阵。
In general it is recommended to stick with the projection matrices provided by the VR SDK to ensure accurate stereoscopic rendering. However for some specific scenarios it can be useful to override the projection matrices to achieve specific effects. For example, custom projection matrices would be required to implement binoculars in VR.
In order to process custom projection matrix per eye, RenderingPath has to be set to Multi Pass in player settings.
调用 Camera.ResetStereoProjectionMatrices 会将摄像机还原为使用 VR SDK 提供的投影矩阵。