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6

You can't. The two matrices are constructed in completely different ways. There are tons of ways to find more information on that by googling. You can't get the field of view from the orthographic camera because there is no such thing.


2

Try this: Add a kinematic Rigidbody to the camera Cache the rigidbody Use rigidbody.position and rigidbody.rotation instead of transform.position and transform.rotation Call CameraMove() from FixedUpdate() instead of LateUpdate() Play around with interpolation on the camera and the player if necessary public Rigidbody player; Quaternion targetLook; ...


1

You can't. This is assuming that you have used the following function void gluLookAt(GLdouble eyeX, GLdouble eyeY, GLdouble eyeZ, GLdouble centerX, GLdouble centerY, GLdouble centerZ, GLdouble upX, GLdouble upY, GLdouble upZ); to get your transformation matrix, and that you want to find what values were used for center parameters. The ...


1

To do this you'll want to use a routine that runs every frame, like Update, LateUpdate, or a coroutine, so you can adjust the camera's position repeatedly. You'll also want to store information about where you're supposed to be looking so you can keep turning towards it (particularly if you want to use this to follow a moving object) Here's one way to do ...


1

The default shaders in Unity 5+ use something called physically-based rendering. This means they try to model a number of quirks we observe in real materials, which aren't included by the Lambertian/Phong approximations that have been popular in games in the past. One of those effects is Fresnel reflection, where the shiny reflection off of a surface ...



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