- actualRenderingPath
- allCameras
- aspect
- backgroundColor
- cameraToWorldMatrix
- clearFlags
- CopyFrom
- cullingMask
- current
- depthTextureMode
- depth
- farClipPlane
- fieldOfView
- layerCullDistances
- main
- nearClipPlane
- OnPostRender
- OnPreCull
- OnPreRender
- OnRenderImage
- OnRenderObject
- OnWillRenderObject
- orthographicSize
- orthographic
- pixelHeight
- pixelRect
- pixelWidth
- projectionMatrix
- rect
- renderingPath
- RenderToCubemap
- RenderWithShader
- Render
- ResetAspect
- ResetProjectionMatrix
- ResetReplacementShader
- ResetWorldToCameraMatrix
- ScreenPointToRay
- ScreenToViewportPoint
- ScreenToWorldPoint
- SetReplacementShader
- targetTexture
- velocity
- ViewportPointToRay
- ViewportToScreenPoint
- ViewportToWorldPoint
- worldToCameraMatrix
- WorldToScreenPoint
- WorldToViewportPoint
Camera.OnRenderImage 在渲染图像之后
function OnRenderImage (source : RenderTexture, destination : RenderTexture) : void
Description描述
OnRenderImage is called after all rendering is complete to render image
postprocessing effects (Unity Pro only).
OnRenderImage在所有渲染完成后被调用,来渲染图片的后期处理效果(仅限UnityPro)。
It allows you to modify final image by processing it with shader based filters. The incoming image is source render texture. The result should end up in destination render texture. When there are multiple image filters attached to the camera, they process image sequentially, by passing first filter's destination as the source to the next filter.
这允许你使用基于shader的过滤器来处理最后的图片,进入的图片是source渲染纹理,结果是destination渲染纹理。当有锁个图片过滤器附加在相机上时,它们序列化的处理图片,将第一个过滤器的目标作为下一个过滤器的源。
This message is sent to all scripts attached to the camera.
这个消息被发送到所有附加在相机上的脚本。