Unity Camera.main.screenToworldpoint源码

public Vector3 ScreenToWorldPoint(Vector3 position) {
         float x = (2.0f * position.x / Camera.main.pixelWidth) - 1.0f;
         float y = (2.0f * position.y / Camera.main.pixelHeight) - 1.0f;
         float z = position.z * 2 - 1;
         Vector3 clip = new Vector3(x, y, -1.0f);
 
         Matrix4x4 viewInverse = Camera.main.cameraToWorldMatrix;
         Matrix4x4 projectionInverse = Matrix4x4.Inverse(Camera.main.projectionMatrix);
         Matrix4x4 viewProjectionInverse = viewInverse * projectionInverse;
 
         Vector3 worldPoint = viewProjectionInverse.MultiplyPoint(clip);
 
         return worldPoint;
     }

参考:How calculated ScreenToWorldPoint - Questions & Answers - Unity Discussions

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