The Camera’s View property is a matrix which contains the “view” matrix commonly used when working with shaders. The View is internally calculated using the Matrix.CreateLookAt method. The View matrix is constructed using the Camera’s absolute Postiion, its RotationMatrix, and its UpVector.
The View matrix can be used when interacting with shaders. For example the following code demonstrates how to assign a BasicEffect’s View using the Camera’s View property:
// Assuming BasicEffectInstance is a valid BasicEffect: BasicEffectInstance.View = Camera.Main.View;