OnPostRender is called after a camera finished rendering the scene.
Эта функция вызывается с частотой фиксированных кадров (fixed framerate), если MonoBehaviour включен.
OnPostRender can be a co-routine, simply use the yield statement in the function.
OnRenderObject вызывается после того, как камера отрендерила сцену.
do something after all cameras and GUI is rendered, use WaitForEndOfFrame coroutine.
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 (); } }