pass | 要设置的着色器通道编号。 |
bool 如果返回 false,则不应进行任何渲染。
激活给定的 pass
以进行渲染。
通道索引从零开始并递增到(但是不包含)passCount。
这主要在直接绘制代码中使用。
例如,使用 GL.Begin、GL.End 绘制 3D 图元以及使用 Graphics.DrawMeshNow 绘制网格。
如果 SetPass 返回 false,则不应渲染任何内容。对于不打算用于
渲染的特殊通道类型(如 GrabPass),通常是这种情况。
using UnityEngine;
// A script that when attached to the camera, makes the resulting // colors inverted. See its effect in play mode. public class ExampleClass : MonoBehaviour { private Material mat;
// Will be called from camera after regular rendering is done. public void OnPostRender() { if (!mat) { // Unity has a built-in shader that is useful for drawing // simple colored things. In this case, we just want to use // a blend mode that inverts destination colors. Shader shader = Shader.Find("Hidden/Internal-Colored"); mat = new Material(shader); mat.hideFlags = HideFlags.HideAndDontSave; // Set blend mode to invert destination colors. mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusDstColor); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); // Turn off backface culling, depth writes, depth test. mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_ZWrite", 0); mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always); }
GL.PushMatrix(); GL.LoadOrtho();
// activate the first shader pass (in this case we know it is the only pass) mat.SetPass(0); // draw a quad over whole screen GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(1, 0, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(0, 1, 0); GL.End();
GL.PopMatrix(); } }
另请参阅:passCount 属性、GL 类、ShaderLab documentation。
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