For a test I am doing, I would like to calculate the built-in UNITY_MATRIX_MVP matrix that gets passed into shaders.
However the way I am calculating it isn’t quite correct because I see a significant visual difference when using the UNITY_MATRIX_MVP matrix in my shader vs my custom MVP matrix.
The way I am calculating the matrix is like so,
Matrix4x4 manualMvpMatrix = camera.projectionMatrix * camera.worldToCameraMatrix;
Can anyone tell me what I am doing wrong here? Thanks!