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Package details
- Latest version
- 2.0
- Last updated
- First released
- Unity version
- 5.3.5 or later
- Package size
- 743 KB
- Files
- 4
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- 93
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- 21
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Keywords
Reverse Perspective Camera
A Unity camera component for smooth transitions between standard, orthographic, and reverse perspectives, with depth buffer support.
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Last 6 months
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Reverse Perspective Camera screenshot 1
About this asset
Reverse Perspective Camera is a Unity component that enables dynamic control over the camera’s projection matrix, allowing smooth transitions between standard, orthographic, and reverse perspective. This feature can be useful for creating experimental visuals, artistic renderings, and non-traditional gameplay experiences.
The component supports depth buffer calculations, ensuring proper shadow rendering. It also provides custom functions for precise screen-to-world transformations, making it easier to work with altered projections. While primarily designed for the Built-in Render Pipeline, it may require adjustments for compatibility with other rendering pipelines.
This is the second version of an older asset, redesigned with improved functionality. However, it is not backward compatible with the previous version, as the camera setup method has changed (pivot object support has been removed).
From the publisher's Asset Store listing.
Technical details
Features:
- Supports smooth transitions between standard, orthographic, and reverse perspectives
- Modifies the camera’s projection matrix dynamically
- Maintains depth buffer support for proper shadow rendering
- Provides screen-to-world transformation functions (RPWorldToScreenPoint, RPScreenToWorldPoint, RPScreenPointToRay)
- Works with the Built-in Render Pipeline (URP compatibility may require additional setup)
Documentation: Reverse Perspective Camera v2.0.pdf
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2020.3.48f1 | Compatible | Not listed | Not listed |
This asset has been tested with the Built-in Render Pipeline and works as expected.
Partial support for Universal Render Pipeline (URP) – the transformation via projectionMatrix works correctly, but shadows may have rendering issues due to differences in how URP handles projection matrices.
As listed on the Asset Store.