Version: 2018.2
public bool SetPass (int pass);

パラメーター

pass設定するシェーダーパスの番号

戻り値

bool False が返された場合、レンダリングするべきではありません。

説明

レンダリングのための特定のパスを有効にします

インデックスを 0 から開始して passCount (自身は除く) になるまで渡します。

This is mostly used in direct drawing code. For example, drawing 3D primitives with GL.Begin, GL.End, and also drawing meshes using Graphics.DrawMeshNow.

If SetPass returns false, you should not render anything. This is typically the case for special pass types that aren't meant for rendering, like GrabPass.

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(); } }

関連項目: passCount プロパティー、GL クラス、ShaderLab documentation.