Custom projection matrix for Projector component

I have a need to use the Projector feature in Unity, for a VR/XR/AR/CAVE application. I have looked here…

I need to mimic the projection path of a real-world projector (specifically an "ultra-short throw projector) which means a “frustum” for the virtual projector that is skewed (see attachment).

Is there a way to manipulate the projection matrix of a virtual projector in Unity?

How about just putting the projector gameObject directly in front of the wall?

I am projecting onto a curved wall. The distortion, that I need to counter, will be unique to the “beam path” of each projector.

This problem is somewhat unique to ultra-short throw projectors since the distortion is so pronounced. Technically most (cheap) projectors don’t throw straight ahead and suffer a little bit of such distortion.

Guess you need the source code, or write something from scratch by our self.
This guy have made an asset for some custom projections:

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I bought the regular (not Pro) version of this and checked it out. Its virtual projectors have H-Shift and V-Shift parameters that accomplish what I’m looking for.

You can see in the first attachment the “sheared” shape of the projection path I need, as well as the “U” shaped distortion that is unique to ultra-short throw in the other attachment.

Thanks.


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Hey, I have come up with the best short throw projectors under 500. These projectors are distortion free and can compete for high-end devices in terms of quality of the projection throw.