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Unity Engine


LoadPixelMatrix

Setup a matrix for pixel-correct rendering.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

LoadPixelMatrix()

Setup a matrix for pixel-correct rendering.
public static void LoadPixelMatrix()

Remarks

Loads an orthographic projection into the projection matrix and loads an identity into the model and view matrices. The projection matrix is such that the X and Y coordinates map directly to pixels. The coordinate (0,0) is at the bottom left corner of current camera's viewport. The Z coordinates go from 1 at the near plane to -100 at the far plane.
Changing the model, view or projection matrices overrides the current rendering matrices. It is good practice to save and restore these matrices using GL.PushMatrix and GL.PopMatrix.

Examples

using UnityEngine;public class Example : MonoBehaviour{ // Draws a red triangle using pixels as coordinates to paint on. Material mat; void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(); GL.Begin(GL.TRIANGLES); GL.Color(Color.red); GL.Vertex3(0, 0, 0); GL.Vertex3(0, Screen.height / 2, 0); GL.Vertex3(Screen.width / 2, Screen.height / 2, 0); GL.End(); GL.PopMatrix(); }}

LoadPixelMatrix(float, float, float, float)

Setup a matrix for pixel-correct rendering.
public static void LoadPixelMatrix(float left, float right, float bottom, float top)

Parameters

left


right


bottom


Remarks

Loads an orthographic projection into the projection matrix and loads an identity into the model and view matrices. The projection matrix is such that the X and Y coordinates map directly to pixels. The (left,bottom) is at the bottom left corner of current camera's viewport; and (top,right) is at the top right corner of current camera's viewport. The Z coordinates go from 1 at the near plane to -1 at the far plane.
Changing the model, view or projection matrices overrides the current rendering matrices. It is good practice to save and restore these matrices using GL.PushMatrix and GL.PopMatrix.