在摄像机完成场景渲染后,将调用 OnPostRender。
仅当该脚本附加到摄像机并且启用时,才调用该函数。
OnPostRender 可以作为协同程序使用 - 在函数中使用 yield 语句即可。
OnPostRender 在摄像机渲染其所有对象后调用。
如果您想在渲染完所有摄像机和 GUI 后执行某些操作,请使用 WaitForEndOfFrame 协同程序。
另请参阅:OnPreRender、WaitForEndOfFrame。
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();
}
}