Version: 2018.4
public static void LoadPixelMatrix ();

説明

ピクセル修正レンダリングのための行列を設定します。

This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (0,0) is at the bottom left corner of current camera's viewport. The Z coordinate goes from -1 to +1.

This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.

using UnityEngine;

public class Example : MonoBehaviour { // Draws a red triangle using pixels as coordinates to paint on. Material mat;

void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(); GL.Color(Color.red);

GL.Begin(GL.TRIANGLES); GL.Vertex3(0, 0, 0); GL.Vertex3(0, Screen.height / 2, 0); GL.Vertex3(Screen.width / 2, Screen.height / 2, 0); GL.End();

GL.PopMatrix(); } }

public static void LoadPixelMatrix (float left, float right, float bottom, float top);

説明

ピクセル修正レンダリングのための行列を設定します。

This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (left,bottom is at the bottom left corner of current camera's viewport; and (top,right) is at the top right corner of current camera's viewport. The Z coordinate goes from -1 to +1.

This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.