言語: 日本語
  • C#
  • JS
  • Boo

スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

Material.SetPass

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function SetPass(pass: int): bool;
public bool SetPass(int pass);
public def SetPass(pass as int) as bool

Description

レンダリングのための特定のパスを有効にします

Pass indices start from zero and go up to (but not including) passCount. This is mostly used in direct drawing code using GL class. For example, Image Effects use materials for implementing screen post-processing. For each pass in the material they activate the pass and draw a fullscreen quad. If SetPass returns false, you should not render anything. Here is an example of a full image effect that inverts the colors. Add this script to the camera and see it in play mode.

	private var mat : Material;

	function Start () {
		mat = new Material (
			"Shader \"Hidden/Invert\" {" +
			"SubShader {" +
			"	Pass {" +
			"		ZTest Always Cull Off ZWrite Off" +
			"		SetTexture [_RenderTex] { combine one-texture }" +
			"	}" +
			"}" +
			"}"
		);
	}

	function OnRenderImage (source : RenderTexture, dest : RenderTexture) {
		RenderTexture.active = dest;
		source.SetGlobalShaderProperty ("_RenderTex");

		GL.PushMatrix ();
		GL.LoadOrtho ();

		// activate the first pass (in this case we know it is the only pass)
		mat.SetPass (0);
		// draw a quad
		GL.Begin (GL.QUADS);
		GL.TexCoord2 (0, 0); GL.Vertex3 (0, 0, 0.1);
		GL.TexCoord2 (1, 0); GL.Vertex3 (1, 0, 0.1);
		GL.TexCoord2 (1, 1); GL.Vertex3 (1, 1, 0.1);
		GL.TexCoord2 (0, 1); GL.Vertex3 (0, 1, 0.1);
		GL.End ();

		GL.PopMatrix ();
	}

See Also: passCount プロパティ, GL クラス, ShaderLab documentation.