Setup a matrix for pixel-correct rendering.
This sets up modelview and projection matrices so that X, Y coordinates map
directly to pixels. The (0,0) is at the bottom left corner of current camera's
viewport. The Z coordinate goes from -1 to +1.
This function overrides current camera's parameters, so most often you want
to save and restore matrices using GL.PushMatrix and GL.PopMatrix.
    // Draws a red triangle using pixels as coordinates to paint on.
    var mat : Material;
    function OnPostRender() {
        if (!mat) {
            Debug.LogError("Please Assign a material on the inspector");
            return;
        }
        GL.PushMatrix();
        mat.SetPass(0);
        GL.LoadPixelMatrix();
        GL.Color(Color.red);
        GL.Begin(GL.TRIANGLES);
        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();
    }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Material mat; void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(); GL.Color(Color.red); GL.Begin(GL.TRIANGLES); 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(); } }
Setup a matrix for pixel-correct rendering.
This sets up modelview and projection matrices so that X, 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 coordinate goes from -1 to +1.
This function overrides current camera's parameters, so most often you want
to save and restore matrices using GL.PushMatrix and GL.PopMatrix.
var mat : Material;
function OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(10,20,10,20); GL.Color(Color.red); GL.Begin(GL.TRIANGLES); GL.Vertex3(10,10,0); GL.Vertex3(10,20,0); GL.Vertex3(20,20,0); GL.End(); GL.PopMatrix(); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Material mat; void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(10, 20, 10, 20); GL.Color(Color.red); GL.Begin(GL.TRIANGLES); GL.Vertex3(10, 10, 0); GL.Vertex3(10, 20, 0); GL.Vertex3(20, 20, 0); GL.End(); GL.PopMatrix(); } }
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