Unity打印Camera的投影矩阵projectionMatrix
void OnPostRenderCallback(Camera cam)
{
// if (cam.name != "LeftCamera" || cam.name != "RightCamera" )
// return;
Matrix4x4 currentVP = cam.projectionMatrix * cam.worldToCameraMatrix;
Matrix4x4 currentInverseVP = currentVP.inverse;
Debug.Log("OnPostRenderCallback Camera callback: " + cam.name + ", currentVP:\n" + currentVP.ToString("F6") + "projectionMatrix:\n" + cam.projectionMatrix.ToString("F6")
+ "worldToCameraMatrix:\n" + cam.worldToCameraMatrix.ToString("F6") + "previousViewProjectionMatrix:\n" + cam.previousViewProj