public void CalculateFrustumCorners(Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners)
 {
     if (outCorners == null)
     {
         throw new ArgumentNullException("outCorners");
     }
     if (outCorners.Length < 4)
     {
         throw new ArgumentException("outCorners minimum size is 4", "outCorners");
     }
     CalculateFrustumCornersInternal(viewport, z, eye, outCorners);
 }
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 public void CalculateFrustumCorners(Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners)
 {
     if (outCorners == null)
     {
         throw new ArgumentNullException("outCorners");
     }
     if (outCorners.Length < 4)
     {
         throw new ArgumentException("outCorners minimum size is 4", "outCorners");
     }
     this.CalculateFrustumCornersInternal(viewport, z, eye, outCorners);
 }
 extern private void CalculateFrustumCornersInternal(Rect viewport, float z, MonoOrStereoscopicEye eye, [Out] Vector3[] outCorners);
 public Ray ScreenPointToRay(Vector3 pos, MonoOrStereoscopicEye eye)
 {
     return(ScreenPointToRay((Vector2)pos, eye));
 }
 extern private Ray ScreenPointToRay(Vector2 pos, MonoOrStereoscopicEye eye);
 public Ray ViewportPointToRay(Vector3 pos, MonoOrStereoscopicEye eye)
 {
     return(ViewportPointToRay((Vector2)pos, eye));
 }
 extern private Ray ViewportPointToRay(Vector2 pos, MonoOrStereoscopicEye eye);
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 private void CalculateFrustumCornersInternal(Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners)
 {
     INTERNAL_CALL_CalculateFrustumCornersInternal(this, ref viewport, z, eye, outCorners);
 }
 extern public Vector3 ViewportToWorldPoint(Vector3 position, MonoOrStereoscopicEye eye);
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 //
 // Summary:
 //     Sets the Camera to render to the chosen buffers of one or more RenderTextures.
 //
 // Parameters:
 //   colorBuffer:
 //     The RenderBuffer(s) to which color information will be rendered.
 //
 //   depthBuffer:
 //     The RenderBuffer to which depth information will be rendered.
 //public void SetTargetBuffers(RenderBuffer[] colorBuffer, RenderBuffer depthBuffer) { throw new System.NotImplementedException(); }
 //
 // Summary:
 //     Sets the Camera to render to the chosen buffers of one or more RenderTextures.
 //
 // Parameters:
 //   colorBuffer:
 //     The RenderBuffer(s) to which color information will be rendered.
 //
 //   depthBuffer:
 //     The RenderBuffer to which depth information will be rendered.
 //public void SetTargetBuffers(RenderBuffer colorBuffer, RenderBuffer depthBuffer) { throw new System.NotImplementedException(); }
 //public bool TryGetCullingParameters(out ScriptableCullingParameters cullingParameters) { throw new System.NotImplementedException(); }
 //public bool TryGetCullingParameters(bool stereoAware, out ScriptableCullingParameters cullingParameters) { throw new System.NotImplementedException(); }
 public Ray ViewportPointToRay(Vector3 pos, MonoOrStereoscopicEye eye)
 {
     throw new System.NotImplementedException();
 }
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 private static extern void INTERNAL_CALL_CalculateFrustumCornersInternal(Camera self, ref Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners);
Exemple #12
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 public Vector3 ScreenToWorldPoint(Vector3 position, MonoOrStereoscopicEye eye)
 {
     throw new System.NotImplementedException();
 }
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 public Vector3 WorldToViewportPoint(Vector3 position, MonoOrStereoscopicEye eye)
 {
     throw new System.NotImplementedException();
 }
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 private void CalculateFrustumCornersInternal(Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners)
 {
     INTERNAL_CALL_CalculateFrustumCornersInternal(this, ref viewport, z, eye, outCorners);
 }
 // TODO: it should be collapsed with others
 [NativeName("RenderToCubemap")] extern private bool RenderToCubemapEyeImpl(RenderTexture cubemap, int faceMask, MonoOrStereoscopicEye stereoEye);
 extern public Vector3 ScreenToWorldPoint(Vector3 position, MonoOrStereoscopicEye eye);
 public bool RenderToCubemap(RenderTexture cubemap, int faceMask, MonoOrStereoscopicEye stereoEye)
 {
     return(RenderToCubemapEyeImpl(cubemap, faceMask, stereoEye));
 }
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 private static extern void INTERNAL_CALL_CalculateFrustumCornersInternal(Camera self, ref Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners);