Set the rendering viewport.
All rendering is constrained to be inside the passed pixelRect
.
If the Viewport is modified, all the rendered content inside of it gets stretched.
// Draw a red Quad that covers all the view port, and the when space is pressed // the viewport gets expanded to the whole screen and stretch the contents inside var mat : Material; private var stretch : boolean = false;
function Update() { if(Input.GetKeyDown(KeyCode.Space)) { if(stretch) { stretch = false; } else { stretch = true; } } }
function OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(); if(stretch) { GL.Viewport(Rect(0,0,Screen.width,Screen.height)); } else { GL.Viewport(Rect(0,0,Screen.width/2,Screen.height)); } GL.Color(Color.red); GL.Begin(GL.QUADS); GL.Vertex3(0,0,0); GL.Vertex3(0,Screen.height,0); GL.Vertex3(Screen.width,Screen.height,0); GL.Vertex3(Screen.width,0,0); GL.Color(Color.yellow); GL.End(); GL.Begin(GL.TRIANGLES); GL.Vertex3(Screen.width/2,Screen.height/4,1); GL.Vertex3(Screen.width/4,Screen.height/2,1); GL.Vertex3(Screen.width - Screen.width/4,Screen.height/2,1); GL.End(); GL.PopMatrix(); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Material mat; private bool stretch = false; void Update() { if (Input.GetKeyDown(KeyCode.Space)) if (stretch) stretch = false; else stretch = true; } void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(); if (stretch) GL.Viewport(new Rect(0, 0, Screen.width, Screen.height)); else GL.Viewport(new Rect(0, 0, Screen.width / 2, Screen.height)); GL.Color(Color.red); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(0, Screen.height, 0); GL.Vertex3(Screen.width, Screen.height, 0); GL.Vertex3(Screen.width, 0, 0); GL.Color(Color.yellow); GL.End(); GL.Begin(GL.TRIANGLES); GL.Vertex3(Screen.width / 2, Screen.height / 4, 1); GL.Vertex3(Screen.width / 4, Screen.height / 2, 1); GL.Vertex3(Screen.width - Screen.width / 4, Screen.height / 2, 1); GL.End(); GL.PopMatrix(); } }