设置渲染视口。
所有渲染均被约束在传入的 pixelRect
内。
如果修改了视口,则在其内部渲染的所有内容都会被拉伸。
using UnityEngine;
public class Example : MonoBehaviour { // Draw a red Quad that covers all the view port, and the when space is pressed // the viewport gets expanded to the whole screen and stretch the contents inside Material mat; bool stretch = false;
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (stretch) { stretch = false; } else { stretch = true; } } }
void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(); if (stretch) { GL.Viewport(new Rect(0, 0, Screen.width, Screen.height)); } else { GL.Viewport(new Rect(0, 0, Screen.width / 2, Screen.height)); } GL.Color(Color.red); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(0, Screen.height, 0); GL.Vertex3(Screen.width, Screen.height, 0); GL.Vertex3(Screen.width, 0, 0); GL.Color(Color.yellow); GL.End(); GL.Begin(GL.TRIANGLES); GL.Vertex3(Screen.width / 2, Screen.height / 4, 1); GL.Vertex3(Screen.width / 4, Screen.height / 2, 1); GL.Vertex3(Screen.width - Screen.width / 4, Screen.height / 2, 1); GL.End(); GL.PopMatrix(); } }