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One blunt way to do this in Unity is to set up 4 cameras surrounding your object with your desired size/field of view/etc. In your Assets folder (or a suitable subfolder), create 4 RenderTextures for the 4 views. Assign each camera's Target Texture to one of the RenderTextures. Now drag the 4 RenderTextures into your scene and arrange them into the pattern ...


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First, we pick out a unit vector describing our vertical axis (or, more generally, the axis on which the constant acceleration is being applied): Vector3 vertical = Vector3.up; // If wind introduces diagonal acceleration, // include it here too and normalize. Then we isolate the perpendicular/horizontal component of the ...


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Turns out that setting the oblique projection was pretty straight forward. To make it work on D3D11, the oblique projection should be composed by two matrices: P(α,θ) = S(α,θ) * M_orth where M_orth is an orthographic projection matrix and S(α,θ) the shear matrix given by: S(α,θ) = | 1 0 0 0 | | 0 1 0 0 | | a b 1 0 | ...



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