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Setting custom camera projection matrix

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Hi. I am trying to set "*unity_CameraProjection*" parameter of the shader for material to use different FOV but unity prevents me just setting it directly. I know i can set it to a different float4x4 and change it in vertex program but i want this to effect unity's Standart shaders too and i can't access their vertex programs. ![alt text][1] [1]: /storage/temp/176809-2.png Also tried rendering meshes with **Graphics.DrawMeshNow** with **GL.LoadProjectionMatrix(MyCustomProjection)** but **DrawMeshNow** doesn't calculate lightning and **DrawMesh** not working with **GL.LoadProjectionMatrix(MyCustomProjection)**. Basically I want to render specific meshes with different FOV without using custom shaders. Any ideas that my noob brain couldn't come with? Thanks. Update: overriding in vertex program of surface shaders also works but it doesn't change lighting. #pragma surface surf Standard fullforwardshadows vertex:vert // ............ float4x4 custom_MatrixVP; void vert (inout appdata_full v) { unity_MatrixVP = custom_MatrixVP; }

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