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OnPostRender는 카메라가 씬(scene)의 렌더링을 마친 후에 호출됩니다.

스크립트가 카메라에 첨부되고 활성화 되어 있는 경우에만 호출됩니다. OnPostRender는 함수안에 간단히 yield 구문을 사용해서 co-routine으로 실행할 수 있습니다.

OnPostRender는 카메라가 모든 오브젝트를 렌더링한 뒤에 호출됩니다. 카메라가 렌더링을 완료하고 GUI가 렌더링 된 후에 어떤 작업을 추가로 하고 싶은 경우에 WaitForEndOfFrame coroutine을 사용합니다.

See Also: OnPreRender, WaitForEndOfFrame.

no example available in JavaScript
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 (); } }