I think the worldToCameraMatrix is other and not like view matrix component in shader.What is right view matrix? Maybe i have wrong.
Thanks for antworts
Are you trying this on Windows (D3D) or Mac (OpenGL)?
In Unity, coordinate space is so that Z axis points away from the camera. In OpenGL, Z axis points towards the camera. So the matrices in the shaders can be modified (one of them flipped around Z axis) to “compensate” for that. Additionally, projection matrix on D3D will be changed because projection range is different (-1…1 in OpenGL, 0…1 in D3D).
The actual question is, why do you need to access worldviewprojection matrix in the script?
I make this with D3D.I need current and last world view projection matrix for motion blur.I have two possibilities:I try to get correct matrix from shader and save it, but it say that i have not property with this name,but i can send value to this property :?
And second i can send saved matrix value from script and hier need i correct ModelViewProjection matrix for D3D.
This is 2009, now its 2023 - I am looking for a way to render a scene with a custom model-view-projection matrix obtained by a camera calibration method. But camera is in the middle of it and I am not sure how to proceed.