Can someone help understand the components of the orthographic projection? Unity’s projection matrix doesn’t seem to align with any standard documentation on how they’re put together. For example, a camera with a size of 2, near plane 0 and far plane 1000 generates this projection matrix
0.28125 0.00000 0.00000 0.00000
0.00000 0.50000 0.00000 0.00000
0.00000 0.00000 -0.00200 -1.00000
0.00000 0.00000 0.00000 1.00000
Just consider the first column – it’s supposed to be 2/(right-left) but instead it’s the aspect ratio of my display resolution divided by the projection size. The y-axis column is just 1/size.
Now, this does make some sense – the x-axis is scaled to respect the aspect ratio, the y-axis is left alone. And then scale down both the x and y axes to project a larger space based on ‘size’.
I get that the z-column is being scaled to fit in a range of 2, and then the z-component of the translation column is making that between -1 and 1. This is all based on the near/far plane.
I don’t understand is what’s going on the the x and y-components of the translation column. Why are they zero? Shouldn’t there be some sort of size/2 component to shift the space to the center of the camera?
Thanks ahead of time, I’m sure I’m just being dense.

Ah, that's exactly what I was missing -- simplifying by choosing specific values for the
– dyamanoha_1nfrltbvalues. That's neat that the projection is implicitly centered from that construction. Thanks a bunch for pointing that out.