GL.Viewport Manual     Reference     Scripting  
Scripting > Runtime Classes > GL
GL.Viewport

static function Viewport (pixelRect : Rect) : void

Description

Set the rendering viewport.

All rendering is constrained to be inside the passed pixelRect.
If the Viewport is modified, all the rendered content inside of it gets stretched.

JavaScript
// Draw a red Quad that covers all the view port, and the when space is pressed
// the viewport gets expanded to the whole screen and stretch the contents inside
var mat : Material;
private var stretch : boolean = false;

function Update() {
if(Input.GetKeyDown(KeyCode.Space)) {
if(stretch) {
stretch = false;
} else {
stretch = true;
}
}
}

function OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadPixelMatrix();
if(stretch) {
GL.Viewport(Rect(0,0,Screen.width,Screen.height));
} else {
GL.Viewport(Rect(0,0,Screen.width/2,Screen.height));
}
GL.Color(Color.red);
GL.Begin(GL.QUADS);
GL.Vertex3(0,0,0);
GL.Vertex3(0,Screen.height,0);
GL.Vertex3(Screen.width,Screen.height,0);
GL.Vertex3(Screen.width,0,0);
GL.Color(Color.yellow);
GL.End();
GL.Begin(GL.TRIANGLES);
GL.Vertex3(Screen.width/2,Screen.height/4,1);
GL.Vertex3(Screen.width/4,Screen.height/2,1);
GL.Vertex3(Screen.width - Screen.width/4,Screen.height/2,1);
GL.End();
GL.PopMatrix();
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public Material mat;
private bool stretch = false;
void Update() {
if (Input.GetKeyDown(KeyCode.Space))
if (stretch)
stretch = false;
else
stretch = true;

}
void OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadPixelMatrix();
if (stretch)
GL.Viewport(new Rect(0, 0, Screen.width, Screen.height));
else
GL.Viewport(new Rect(0, 0, Screen.width / 2, Screen.height));
GL.Color(Color.red);
GL.Begin(GL.QUADS);
GL.Vertex3(0, 0, 0);
GL.Vertex3(0, Screen.height, 0);
GL.Vertex3(Screen.width, Screen.height, 0);
GL.Vertex3(Screen.width, 0, 0);
GL.Color(Color.yellow);
GL.End();
GL.Begin(GL.TRIANGLES);
GL.Vertex3(Screen.width / 2, Screen.height / 4, 1);
GL.Vertex3(Screen.width / 4, Screen.height / 2, 1);
GL.Vertex3(Screen.width - Screen.width / 4, Screen.height / 2, 1);
GL.End();
GL.PopMatrix();
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public mat as Material

private stretch as bool = false

def Update():
if Input.GetKeyDown(KeyCode.Space):
if stretch:
stretch = false
else:
stretch = true

def OnPostRender():
if not mat:
Debug.LogError('Please Assign a material on the inspector')
return
GL.PushMatrix()
mat.SetPass(0)
GL.LoadPixelMatrix()
if stretch:
GL.Viewport(Rect(0, 0, Screen.width, Screen.height))
else:
GL.Viewport(Rect(0, 0, (Screen.width / 2), Screen.height))
GL.Color(Color.red)
GL.Begin(GL.QUADS)
GL.Vertex3(0, 0, 0)
GL.Vertex3(0, Screen.height, 0)
GL.Vertex3(Screen.width, Screen.height, 0)
GL.Vertex3(Screen.width, 0, 0)
GL.Color(Color.yellow)
GL.End()
GL.Begin(GL.TRIANGLES)
GL.Vertex3((Screen.width / 2), (Screen.height / 4), 1)
GL.Vertex3((Screen.width / 4), (Screen.height / 2), 1)
GL.Vertex3((Screen.width - (Screen.width / 4)), (Screen.height / 2), 1)
GL.End()
GL.PopMatrix()