在摄像机剔除场景前,将调用 OnPreCull。
剔除操作决定了摄像机能够看到哪些对象。
OnPreCull 在该过程即将开始前调用。
仅当该脚本附加到摄像机并且启用时,才调用该函数。
如果要更改摄像机的视图参数(例如,Camera.fieldOfView 或仅变换),
这就是进行此操作的位置。调用 OnPreCull
之后,场景对象的可见性将根据
摄像机参数确定。
// Attach this to a camera. // Inverts the view of the camera so everything rendered by it, is flipped
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { Camera cam;
void Start() { cam = GetComponent<Camera>(); }
void OnPreCull() { cam.ResetWorldToCameraMatrix(); cam.ResetProjectionMatrix(); cam.projectionMatrix = cam.projectionMatrix * Matrix4x4.Scale(new Vector3(1, -1, 1)); }
void OnPreRender() { GL.invertCulling = true; }
void OnPostRender() { GL.invertCulling = false; } }
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