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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