在摄像机完成场景渲染后,将调用 OnPostRender。
仅当该脚本附加到摄像机并且启用时,才调用该函数。
OnPostRender 可以作为协同程序使用 - 在函数中使用 yield 语句即可。
OnPostRender 在摄像机渲染其所有对象后调用。
如果您想在渲染完所有摄像机和 GUI 后执行某些操作,请使用 WaitForEndOfFrame 协同程序。
另请参阅:OnPreRender、WaitForEndOfFrame。
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. var 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(); } }