Matrix4x4.LookAt(Vector3 from, Vector4 to, Vector3 up) creates a “look at” matrix.
which is equal to Matrix4x4.TRS(from, Quaternion.LookRotation((to-from).normalized, up.normalized), Vector3.one)
Note that: glm::lookat != Matrix4x4.LookAt
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Matrix4x4.LookAt(Vector3 from, Vector4 to, Vector3 up) creates a “look at” matrix.
which is equal to Matrix4x4.TRS(from, Quaternion.LookRotation((to-from).normalized, up.normalized), Vector3.one)
Note that: glm::lookat != Matrix4x4.LookAt