OnPostRender()
Event function that Unity calls after a Camera renders the scene.
読み終わるまでの所要時間 2 分最終更新 6日前
Definition
- Type: Method
- Namespace: UnityEngine
public void OnPostRender()
Remarks
OnPostRenderOnPostRenderOnPostRenderOnPostRenderOnPostRenderusing UnityEngine;// A script that when attached to the camera, makes the resulting// colors inverted. See its effect in play mode.public class ExampleClass : MonoBehaviour{ private Material mat; // Will be called from camera after regular rendering is done. public void OnPostRender() { if (!mat) { // Unity has a built-in shader that is useful for drawing // simple colored things. In this case, we just want to use // a blend mode that inverts destination colors. var shader = Shader.Find("Hidden/Internal-Colored"); mat = new Material(shader); mat.hideFlags = HideFlags.HideAndDontSave; // Set blend mode to invert destination colors. mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusDstColor); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); // Turn off backface culling, depth writes, depth test. mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_ZWrite", 0); mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always); } GL.PushMatrix(); GL.LoadOrtho(); // activate the first shader pass (in this case we know it is the only pass) mat.SetPass(0); // draw a quad over whole screen GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(1, 0, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(0, 1, 0); GL.End(); GL.PopMatrix(); }}