Activate the given pass
for rendering.
private var mat : Material; function Start () { mat = new Material ( "Shader \"Hidden/Invert\" {" + "SubShader {" + " Pass {" + " ZTest Always Cull Off ZWrite Off" + " SetTexture [_RenderTex] { combine one-texture }" + " }" + "}" + "}" ); } function OnRenderImage (source : RenderTexture, dest : RenderTexture) { RenderTexture.active = dest; source.SetGlobalShaderProperty ("_RenderTex"); GL.PushMatrix (); GL.LoadOrtho (); // activate the first pass (in this case we know it is the only pass) mat.SetPass (0); // draw a quad GL.Begin (GL.QUADS); GL.TexCoord2 (0, 0); GL.Vertex3 (0, 0, 0.1); GL.TexCoord2 (1, 0); GL.Vertex3 (1, 0, 0.1); GL.TexCoord2 (1, 1); GL.Vertex3 (1, 1, 0.1); GL.TexCoord2 (0, 1); GL.Vertex3 (0, 1, 0.1); GL.End (); GL.PopMatrix (); }