GUI clipping with 3D matrix

(Same problem as this question I believe, but that question received no response)

I’m trying to draw a label at a 3D skew. Searching around I found this question where the answers state:

GUI.matrix lets you translate the 2D planes that is GUI in three dimensions.

and

While it cannot be positioned in 3d space, it can be rotated in all 3 dimensions using the GUI.Matrix.

So I figured GUI.matrix is the solution I need…

However, when I attempt this I get strange clipping issues on the label. I’ve attempted to change the text clipping on the GUI style but that makes no difference.

This is my code:

#pragma strict

var guiStyle : GUIStyle;

function OnGUI () {
	GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, 0), Vector3.one);

	if (guiStyle)
		GUI.Label(Rect (200,200,500,500), "I am a label", guiStyle);
}

Using Quaternion.Euler(0, 0, 0) as above, produces this correct output:

[696-Screen+Shot+2012-04-20+at+00.09.02.png|696]

Using Quaternion.Euler(6, 5, 0) (for example), produces:

[697-Screen+Shot+2012-04-20+at+00.10.10.png|697]

Most other values don’t show up at all, or show up with varying degrees of clipping.

What am I doing wrong?

I have some answer, but not a solution after some experimentation. Basically I wanted the same effect that used in the GUI for Crysis 3, where it rotates on the Y axis based on the mouse position. So rotating on the Y and X Axis in Unity creates clipping effects very quickly. After playing around with the translation also, it appears that Unity clips the Z plane for values less than 1 and greater than 100. Unity is counting pixels as units in the z plane, so if you have a GUI element that is 400 pixels wide, its starts to clip very quickly as it is rotated.
Does anyone have a way of changing the clipping of the GUI in the z plane, or performing the rotation, then scaling the result?