MonoBehaviour.OnPostRender 当渲染之后

function OnPostRender () : void

Description描述

OnPostRender is called after a camera finished rendering the scene.

在相机完成场景渲染之后被调用。

This function is called only if the script is attached to the camera and is enabled. OnPostRender can be a co-routine, simply use the yield statement in the function.

只有该脚本附于相机并启用时才会调用这个函数。OnPostRender可以是一个协同程序,在函数中调用yield语句即。

OnPostRender is called after the camera renders all its objects. If you want to do something after all cameras and GUI is rendered, use WaitForEndOfFrame coroutine.

OnPostRender在相机渲染完所有物体之后被调用。如果你想在相机和GUI渲染完成后做些什么,就用WaitForEndOfFrame协同程序。

参见:OnPreRender , WaitForEndOfFrame

还没有C#添加代码
// When attached to a camera, will clear alpha channel

// of camera's render texture to pure white.

// Useful if you have camera rendering into a texture and later

// want to display it in GUI.

// 当附于一个相机后,将清理alpha管道为纯白色.如果你想渲染到纹理并显示在GUI上可以使用它.

private var mat : Material;



function OnPostRender() {

	// Create a shader that renders white only to alpha channel

	// 创建一个着色器,将alpha通道渲染为白色

	if(!mat) {

		mat = new Material( "Shader \"Hidden/SetAlpha\" {" +

		"SubShader {" +

		" Pass {" +

		" ZTest Always Cull Off ZWrite Off" +

		" ColorMask A" +

		" Color (1,1,1,1)" +

		" }" +

		"}" +

		"}"

		);

	}

	// Draw a quad over the whole screen with the above shader

	// 用上面的着色器绘制一个四边形覆盖整个屏幕

	GL.PushMatrix ();

	GL.LoadOrtho ();

	for (var i = 0; i < mat.passCount; ++i) {

		mat.SetPass (i);

		GL.Begin( GL.QUADS );

		GL.Vertex3( 0, 0, 0.1 );

		GL.Vertex3( 1, 0, 0.1 );

		GL.Vertex3( 1, 1, 0.1 );

		GL.Vertex3( 0, 1, 0.1 );

		GL.End();

	}

	GL.PopMatrix ();

}
Page last updated: 2011-1-2