Unity 3D (Pro): View matrix (separately) for CG shaders
As Unity's shader support is largely based on Open GL, there isn't, by default design, access to separate model and view matrices in shader code. Occasionally you might want access to this and to use it you'll need to pass this information in yourself.
Just a quick summary of what Unity does provide in Shader code.
Then at the appropriate point we can do
To pass this model view matrix into our shader.
In our shader, presumably in the vertex shader we can then use this value like so
The result of the above code is exactly the same as
So now knowing this you can manipulate and/or use the model and view matrices separately in your shaders if you so choose, by first passing them in from script code.
- UNITY_MATRIX_MVP - Current model * view * project matrix
- UNITY_MATRIX_MV - Current mode * view matrix
- UNITY_MATRIX_P - Current project matrix
- _Object2World - Current model matrix
- _World2Object - Inverse of current world matrix
Matrix4x4 modelViewMatrix = Camera.mainCamera.worldToCameraMatrix * Matrix4x4.TRS( transform.position, transform.rotation, transform.localScale);
material.SetMatrix("modelView", modelViewMatrix);
v2f vert(appdata_base v) { v2f o; o.pos = mul( mul(UNITY_MATRIX_P, modelView), v.vertex ); return o; }
o.pos = mul( UNITY_MATRIX_MVP, v.vertex );
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