End drawing 3D primitives.
var mat : Material;
function OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadOrtho();
GL.Begin(GL.TRIANGLES); GL.Color(Color(1,1,1,1));
GL.Vertex3(0.50,0.25,0);
GL.Vertex3(0.25,0.25,0);
GL.Vertex3(0.375,0.5,0);
GL.End(); GL.Begin(GL.QUADS); GL.Color(Color(0.5,0.5,0.5,1));
GL.Vertex3(0.5,0.5,0);
GL.Vertex3(0.5,0.75,0);
GL.Vertex3(0.75,0.75,0);
GL.Vertex3(0.75,0.5,0);
GL.End(); GL.Begin(GL.LINES); GL.Color(Color(0,0,0,1));
GL.Vertex3(0,0,0);
GL.Vertex3(0.75,0.75,0);
GL.End(); GL.PopMatrix();
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Material mat;
void OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadOrtho();
GL.Begin(GL.TRIANGLES);
GL.Color(new Color(1, 1, 1, 1));
GL.Vertex3(0.5F, 0.25F, 0);
GL.Vertex3(0.25F, 0.25F, 0);
GL.Vertex3(0.375F, 0.5F, 0);
GL.End();
GL.Begin(GL.QUADS);
GL.Color(new Color(0.5F, 0.5F, 0.5F, 1));
GL.Vertex3(0.5F, 0.5F, 0);
GL.Vertex3(0.5F, 0.75F, 0);
GL.Vertex3(0.75F, 0.75F, 0);
GL.Vertex3(0.75F, 0.5F, 0);
GL.End();
GL.Begin(GL.LINES);
GL.Color(new Color(0, 0, 0, 1));
GL.Vertex3(0, 0, 0);
GL.Vertex3(0.75F, 0.75F, 0);
GL.End();
GL.PopMatrix();
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public mat as Material
def OnPostRender():
if not mat:
Debug.LogError('Please Assign a material on the inspector')
return
GL.PushMatrix()
mat.SetPass(0)
GL.LoadOrtho()
GL.Begin(GL.TRIANGLES)
GL.Color(Color(1, 1, 1, 1))
GL.Vertex3(0.5F, 0.25F, 0)
GL.Vertex3(0.25F, 0.25F, 0)
GL.Vertex3(0.375F, 0.5F, 0)
GL.End()
GL.Begin(GL.QUADS)
GL.Color(Color(0.5F, 0.5F, 0.5F, 1))
GL.Vertex3(0.5F, 0.5F, 0)
GL.Vertex3(0.5F, 0.75F, 0)
GL.Vertex3(0.75F, 0.75F, 0)
GL.Vertex3(0.75F, 0.5F, 0)
GL.End()
GL.Begin(GL.LINES)
GL.Color(Color(0, 0, 0, 1))
GL.Vertex3(0, 0, 0)
GL.Vertex3(0.75F, 0.75F, 0)
GL.End()
GL.PopMatrix()