OnPreCull is called before a camera culls the scene.
Culling determines which objects are visible to the camera. OnPreCull is called just before this process. This message is sent to all scripts attached to the camera.
If you want to change camera's viewing parameters (e.g. fieldOfView or just transform), this is the place to do it. Visibility of scene objects will be determined based on camera's parameters afterOnPreCull
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// Attach this to a camera. // Inverts the vie of the camera so everything rendered by it, is flipped // This will only work on Unity - PRO function OnPreCull () { camera.ResetWorldToCameraMatrix (); camera.ResetProjectionMatrix (); camera.projectionMatrix = camera.projectionMatrix * Matrix4x4.Scale(Vector3 (1, -1, 1)); } // Set it to true so we can watch the flipped Objects function OnPreRender () { GL.SetRevertBackfacing (true); } // Set it to false again because we dont want to affect all other cammeras. function OnPostRender () { GL.SetRevertBackfacing (false); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void OnPreCull() { camera.ResetWorldToCameraMatrix(); camera.ResetProjectionMatrix(); camera.projectionMatrix = camera.projectionMatrix * Matrix4x4.Scale(new Vector3(1, -1, 1)); } void OnPreRender() { GL.SetRevertBackfacing(true); } void OnPostRender() { GL.SetRevertBackfacing(false); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def OnPreCull() as void: camera.ResetWorldToCameraMatrix() camera.ResetProjectionMatrix() camera.projectionMatrix = (camera.projectionMatrix * Matrix4x4.Scale(Vector3(1, -1, 1))) def OnPreRender() as void: GL.SetRevertBackfacing(true) def OnPostRender() as void: GL.SetRevertBackfacing(false)