I need the MVP matrix for a shader to be centered around the camera therefore the camera position that is used to create the view matrix has to be set to (0,0,0), is there an easy way to modify the view matrix without recalculating it entirely so that it will consider the camera at the world origin?
Unity uses just regular graphics matrixes, so:
About a third of the way down it shows where the translation parts are. This was just the first search result, so you can try 2nd, 3rd … if you don’t like the way they explain it.