static function Viewport (pixelRect : Rect) : void
Description
Set the rendering viewport.
All rendering is constrained to be inside the passed pixelRect.
If the Viewport is modified, all the rendered content inside of it gets stretched.
var mat :
Material;
private var stretch : boolean =
false;
function Update() {
if(
Input.GetKeyDown(
KeyCode.Space)) {
if(stretch) {
stretch =
false;
}
else {
stretch = true;
}
}
}
function OnPostRender() {
if (!mat) {
Debug.LogError(
"Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadPixelMatrix();
if(stretch) {
GL.Viewport(
Rect(0,0,
Screen.width,
Screen.height));
}
else {
GL.Viewport(
Rect(0,0,
Screen.width/2,
Screen.height));
}
GL.Color(
Color.red);
GL.Begin(
GL.QUADS);
GL.Vertex3(0,0,0);
GL.Vertex3(0,
Screen.height,0);
GL.Vertex3(
Screen.width,
Screen.height,0);
GL.Vertex3(
Screen.width,0,0);
GL.Color(
Color.yellow);
GL.End();
GL.Begin(
GL.TRIANGLES);
GL.Vertex3(
Screen.width/2,
Screen.height/4,1);
GL.Vertex3(
Screen.width/4,
Screen.height/2,1);
GL.Vertex3(
Screen.width -
Screen.width/4,
Screen.height/2,1);
GL.End();
GL.PopMatrix();
}
using UnityEngine;
using System.Collections;
public class example :
MonoBehaviour {
public Material mat;
private bool stretch =
false;
void Update() {
if (
Input.GetKeyDown(
KeyCode.Space))
if (stretch)
stretch =
false;
else stretch = true;
}
void OnPostRender() {
if (!mat) {
Debug.LogError(
"Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadPixelMatrix();
if (stretch)
GL.Viewport(
new Rect(0, 0,
Screen.width,
Screen.height));
else GL.Viewport(
new Rect(0, 0,
Screen.width / 2,
Screen.height));
GL.Color(
Color.red);
GL.Begin(
GL.QUADS);
GL.Vertex3(0, 0, 0);
GL.Vertex3(0,
Screen.height, 0);
GL.Vertex3(
Screen.width,
Screen.height, 0);
GL.Vertex3(
Screen.width, 0, 0);
GL.Color(
Color.yellow);
GL.End();
GL.Begin(
GL.TRIANGLES);
GL.Vertex3(
Screen.width / 2,
Screen.height / 4, 1);
GL.Vertex3(
Screen.width / 4,
Screen.height / 2, 1);
GL.Vertex3(
Screen.width -
Screen.width / 4,
Screen.height / 2, 1);
GL.End();
GL.PopMatrix();
}
}
import UnityEngine
import System.Collections
class example(
MonoBehaviour):
public mat as
Material private stretch as
bool =
false def
Update():
if Input.GetKeyDown(
KeyCode.Space):
if stretch:
stretch =
false else:
stretch = true
def
OnPostRender():
if not mat:
Debug.LogError('Please Assign a material on the inspector')
return GL.PushMatrix()
mat.SetPass(0)
GL.LoadPixelMatrix()
if stretch:
GL.Viewport(
Rect(0, 0,
Screen.width,
Screen.height))
else:
GL.Viewport(
Rect(0, 0, (
Screen.width / 2),
Screen.height))
GL.Color(
Color.red)
GL.Begin(
GL.QUADS)
GL.Vertex3(0, 0, 0)
GL.Vertex3(0,
Screen.height, 0)
GL.Vertex3(
Screen.width,
Screen.height, 0)
GL.Vertex3(
Screen.width, 0, 0)
GL.Color(
Color.yellow)
GL.End()
GL.Begin(
GL.TRIANGLES)
GL.Vertex3((
Screen.width / 2), (
Screen.height / 4), 1)
GL.Vertex3((
Screen.width / 4), (
Screen.height / 2), 1)
GL.Vertex3((
Screen.width - (
Screen.width / 4)), (
Screen.height / 2), 1)
GL.End()
GL.PopMatrix()