Version: 2017.1
public bool SetPass (int pass);

パラメーター

pass 設定するシェーダーパスの番号

戻り値

bool False が返された場合、レンダリングするべきではありません。

説明

レンダリングのための特定のパスを有効にします

インデックスを 0 から開始して passCount (自身は除く) になるまで渡します。

This is mostly used in direct drawing code using GL class. For example, Image Effects use materials for implementing screen post-processing. For each pass in the material they activate the pass and draw a fullscreen quad.

If SetPass returns false, you should not render anything. This is typically the case for special pass types that aren't meant for rendering, like GrabPass.

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. Shader 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 (); } }

関連項目: passCount プロパティー、GL クラス、ShaderLab documentation.

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