GL.LoadPixelMatrix
static function LoadPixelMatrix(): void;
static void LoadPixelMatrix();
static def LoadPixelMatrix() as void
Description

Setup a matrix for pixel-correct rendering.

This sets up modelview and projection matrices so that X, Y coordinates map directly to pixels. The (0,0) is at the bottom left corner of current camera's viewport. The Z coordinate goes from -1 to +1.

This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.
	// Draws a red triangle using pixels as coordinates to paint on.
	var mat : Material;

function 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(); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public 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();
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public mat as Material

	def OnPostRender() as void:
		if not 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()

static function LoadPixelMatrix(left: float, right: float, bottom: float, top: float): void;
static void LoadPixelMatrix(float left, float right, float bottom, float top);
static def LoadPixelMatrix(left as float, right as float, bottom as float, top as float) as void
Description

Setup a matrix for pixel-correct rendering.

This sets up modelview and projection matrices so that X, 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 coordinate goes from -1 to +1.

This function overrides current camera's parameters, so most often you want to save and restore matrices using GL.PushMatrix and GL.PopMatrix.
	var mat : Material;

function OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadPixelMatrix(10,20,10,20); GL.Color(Color.red); GL.Begin(GL.TRIANGLES); GL.Vertex3(10,10,0); GL.Vertex3(10,20,0); GL.Vertex3(20,20,0); GL.End(); GL.PopMatrix(); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public Material mat;
    void OnPostRender() {
        if (!mat) {
            Debug.LogError("Please Assign a material on the inspector");
            return;
        }
        GL.PushMatrix();
        mat.SetPass(0);
        GL.LoadPixelMatrix(10, 20, 10, 20);
        GL.Color(Color.red);
        GL.Begin(GL.TRIANGLES);
        GL.Vertex3(10, 10, 0);
        GL.Vertex3(10, 20, 0);
        GL.Vertex3(20, 20, 0);
        GL.End();
        GL.PopMatrix();
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public mat as Material

	def OnPostRender() as void:
		if not mat:
			Debug.LogError('Please Assign a material on the inspector')
			return
		GL.PushMatrix()
		mat.SetPass(0)
		GL.LoadPixelMatrix(10, 20, 10, 20)
		GL.Color(Color.red)
		GL.Begin(GL.TRIANGLES)
		GL.Vertex3(10, 10, 0)
		GL.Vertex3(10, 20, 0)
		GL.Vertex3(20, 20, 0)
		GL.End()
		GL.PopMatrix()