For a shader I have I need to pass in the view projection matrix. I know how to calculate the view matrix, just the inverse of the camera’s transform. I cannot figure out where the get the projection matrix though. Does anyone know how? I know in Unity it was just unity_MatrixVP.
View.ViewToClip should hold the “Projection” matrix, and
View.WorldToView should be the “View” matrix. Alternatively, if you need the combined “ViewProjection” matrix, you can used