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OnPostRender is called after a camera finished rendering the scene.
This function is called only if the script is attached to the camera and is enabled. OnPostRender can be a co-routine, simply use the yield statement in the function.
OnPostRender is called after the camera renders all its objects. If you want to do something after all cameras and GUI is rendered, use WaitForEndOfFrame coroutine.
See Also: OnPreRender, WaitForEndOfFrame.
// When attached to a camera, will clear alpha channel
// of camera's render texture to pure white.
// Useful if you have camera rendering into a texture and later
// want to display it in GUI.
private var mat : Material;
function OnPostRender() {
// Create a shader that renders white only to alpha channel
if(!mat) {
mat = new Material( "Shader \"Hidden/SetAlpha\" {" +
"SubShader {" +
" Pass {" +
" ZTest Always Cull Off ZWrite Off" +
" ColorMask A" +
" Color (1,1,1,1)" +
" }" +
"}" +
"}"
);
}
// Draw a quad over the whole screen with the above shader
GL.PushMatrix ();
GL.LoadOrtho ();
for (var i = 0; i < mat.passCount; ++i) {
mat.SetPass (i);
GL.Begin( GL.QUADS );
GL.Vertex3( 0, 0, 0.1 );
GL.Vertex3( 1, 0, 0.1 );
GL.Vertex3( 1, 1, 0.1 );
GL.Vertex3( 0, 1, 0.1 );
GL.End();
}
GL.PopMatrix ();
}