Orthographic Camera projectionMatrix:
float top = c.orthographicSize;
float right = top * c.aspect;
Camera.projectionMatrix = Matrix4x4.Ortho(-right, right, -top, top, c.nearClipPlane, c.farClipPlane);
Perspective Camera projectionMatrix:
float top = c.nearClipPlane * Mathf.Tan(c.fieldOfView * 0.5f * Mathf.Deg2Rad);
float right = top * c.aspect;
Camera.projectionMatrix = Matrix4x4.Perspective(c.fieldOfView, c.aspect, c.nearClipPlane, c.farClipPlane);