Sets a custom matrix for the camera to use for all culling queries.
This lasts until it is disabled by calling ResetCullingMatrix.
A custom culling matrix can be useful in situations where multiple cameras must be culled identically in order to render effects such as reflections.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { Camera cullingCamera;
void Awake() { cullingCamera = gameObject.AddComponent<Camera>(); SetMainCameraCustomCullingMatrix(new Vector3(10.0f, 10.0f, 10.0f), Vector3.zero); }
void SetMainCameraCustomCullingMatrix(Vector3 cameraPosition, Vector3 lookAtPosition) { transform.position = cameraPosition; transform.LookAt(lookAtPosition); Camera.main.cullingMatrix = cullingCamera.projectionMatrix * cullingCamera.worldToCameraMatrix; }
void ResetMainCameraCullingMatrix() { Camera.main.ResetCullingMatrix(); } }
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