What is _ProjectorClip ?

…as in

Matrix [_ProjectorClip]

Hey Jessy did you ever figure this out?

I would like to know the answer too

I would like to know this too, because it should be the “range” where the projector image should stop drawing, however, in all the stuff i tried it on, doesnt do that :confused:

The Shader documentation with Unity seems really, really bad.

I’ve been able to get networking, object procs, user control, guis, all working fine… but the shader references and tutorials don’t explain much of anything.

2014 and I can’t see what _ProjectorClip is either - along with a host of other things.

When rendering a projector Unity sets two extra matrices, _Projector and _ProjectorClip.
_Projector maps the x and y axis of the projector’s clip space to u and v coordinates that are typically used for sampling a radial falloff texture.
_ProjectorClip maps the z axis of the projector’s view space to a u coordinate (possibly duplicating it in v) that can be used to sample a ramp texture that defines the projector falloff with distance. The value of u will be 0 at the projector near plane and 1 at the projector far plane.

Edit: These transforms will be stacked on top of the model and projector view matrix so you just multiply them by your object space vertex position to get the correct result.

But how are those matricies calculated?

I need to change frustum of the projector. It needs to be oblique.