You can directly write to camera.projectionMatrix to get the kind of effect you want. The trick is knowing what to write, but you should probably look elsewhere for that - e.g. this StackOverflow thread:
http://stackoverflow.com/questions/16723674/skewed-frustum-off-axis-projection-for-head-tracking-in-opengl
Regarding setting the projection matrix in Unity, here is an example that sets an off-centre projection, though not the maths you need for your case:
public void Update()
{
camera.projectionMatrix = PerspectiveOffCenter(left, right, bottom, top, dist, camera.nearClipPlane, camera.farClipPlane);
}
static Matrix4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float dist, float near, float far)
{
float x = 2.0f * dist / (right - left);
float y = 2.0f * dist / (top - bottom);
float a = (right + left) / (right - left);
float b = (top + bottom) / (top - bottom);
float c = -(far + near) / (far - near);
float d = -(2.0f * far * near) / (far - near);
float e = -1.0f;
var m = new Matrix4x4();
m[0, 0] = x;
m[0, 1] = 0;
m[0, 2] = a;
m[0, 3] = 0;
m[1, 0] = 0;
m[1, 1] = y;
m[1, 2] = b;
m[1, 3] = 0;
m[2, 0] = 0;
m[2, 1] = 0;
m[2, 2] = c;
m[2, 3] = d;
m[3, 0] = 0;
m[3, 1] = 0;
m[3, 2] = e;
m[3, 3] = 0;
return m;
}
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