Render the camera with shader replacement.
See Rendering with Replaced Shaders page for details.
This will render the camera. It will use the camera's clear flags, target texture and all other settings.
The camera will not send OnPreCull, OnPreRender or OnPostRender to attached scripts. Image filters will not be rendered either.
This is used for special effects, e.g. rendering screenspace normal buffer of the whole scene, heat vision and so on. To make use of this feature, usually you create a camera and disable it. Then call RenderWithShader on it.
You are not able to call the Render function from a camera that is currently rendering. If you wish to do this create a copy of the camera, and make it match the original one using CopyFrom.
See Also: Rendering with Replaced Shaders, SetReplacementShader, Render.
var heatVisionShader: Shader;
// Render tagged objects with a "heat vision" effect.
camera.RenderWithShader(heatVisionShader, "VisibleWithHeatVision");
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Shader heatVisionShader;
void Example() {
camera.RenderWithShader(heatVisionShader, "VisibleWithHeatVision");
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public heatVisionShader as Shader
def Example():
camera.RenderWithShader(heatVisionShader, 'VisibleWithHeatVision')