Hi! I'm working on an educational project where I'm attempting to build a simple software renderer inside Unity. I've been using some of the built in matrix functions to construct an mvp-matrix and my problem is that I'm not sure which space I'm actually ending up in. As far as i understand the transformations in a renderer should be: local => world => cam/view => clipSpace => imageSpace(NDC) => screenSpace. The affine transformations from local to view space seem fine using unity's built in matrices. However, when using GL.GetGPUProjectionMatrix or any of the other perspective matrices, it seems unclear whether they actually perform the perspective divide and thus transforms each vertex to image space or not. Are there any resources on exactly what unity's matrices do? I'm having trounle finding it in the documentation. One alternative would be to just define my own matrices but I would like to avoid that if possible.