pass | 設定するシェーダーパスの番号 |
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。
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.