Установить матрицу для попиксельной визуализации.
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; using System.Collections;
public class ExampleClass : MonoBehaviour { public 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(); } }
Установить матрицу для попиксельной визуализации.
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.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Material mat; void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(10, 20, 10, 20); GL.Color(Color.red); GL.Begin(GL.TRIANGLES); GL.Vertex3(10, 10, 0); GL.Vertex3(10, 20, 0); GL.Vertex3(20, 20, 0); GL.End(); GL.PopMatrix(); } }