Version: 2022.1
言語: 日本語
public static void LoadPixelMatrix ();

説明

ピクセル修正レンダリングのための行列を設定します。

Loads an orthographic projection into the projection matrix and loads an identity into the model and view matrices. The projection matrix is such that the X and Y coordinates map directly to pixels. The coordinate (0,0) is at the bottom left corner of current camera's viewport. The Z coordinates go from 1 at the near plane to -100 at the far plane.

Changing the model, view or projection matrices overrides the current rendering matrices. It is good practice to save and restore these matrices using GL.PushMatrix and GL.PopMatrix.

using UnityEngine;

public class Example : MonoBehaviour { // Draws a red triangle using pixels as coordinates to paint on. Material mat;

void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(); GL.Color(Color.red);

GL.Begin(GL.TRIANGLES); GL.Vertex3(0, 0, 0); GL.Vertex3(0, Screen.height / 2, 0); GL.Vertex3(Screen.width / 2, Screen.height / 2, 0); GL.End();

GL.PopMatrix(); } }

public static void LoadPixelMatrix (float left, float right, float bottom, float top);

説明

ピクセル修正レンダリングのための行列を設定します。

Loads an orthographic projection into the projection matrix and loads an identity into the model and view matrices. The projection matrix is such that the X and Y coordinates map directly to pixels. The (left,bottom) is at the bottom left corner of current camera's viewport; and (top,right) is at the top right corner of current camera's viewport. The Z coordinates go from 1 at the near plane to -1 at the far plane.

Changing the model, view or projection matrices overrides the current rendering matrices. It is good practice to save and restore these matrices using GL.PushMatrix and GL.PopMatrix.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961