- Awake
- CancelInvoke
- FixedUpdate
- InvokeRepeating
- Invoke
- IsInvoking
- LateUpdate
- OnApplicationFocus
- OnApplicationPause
- OnApplicationQuit
- OnBecameInvisible
- OnBecameVisible
- OnCollisionEnter
- OnCollisionExit
- OnCollisionStay
- OnConnectedToServer
- OnControllerColliderHit
- OnDestroy
- OnDisable
- OnDisconnectedFromServer
- OnDrawGizmosSelected
- OnDrawGizmos
- OnEnable
- OnFailedToConnectToM...
- OnFailedToConnect
- OnGUI
- OnJointBreak
- OnLevelWasLoaded
- OnMasterServerEvent
- OnMouseDown
- OnMouseDrag
- OnMouseEnter
- OnMouseExit
- OnMouseOver
- OnMouseUpAsButton
- OnMouseUp
- OnNetworkInstantiate
- OnParticleCollision
- OnPlayerConnected
- OnPlayerDisconnected
- OnPostRender
- OnPreCull
- OnPreRender
- OnRenderImage
- OnRenderObject
- OnSerializeNetworkView
- OnServerInitialized
- OnTriggerEnter
- OnTriggerExit
- OnTriggerStay
- OnWillRenderObject
- Reset
- StartCoroutine
- Start
- StopAllCoroutines
- StopCoroutine
- Update
- useGUILayout
MonoBehaviour.OnRenderImage 当渲染图片
function OnRenderImage () : void
Description描述
OnRenderImage is called after all rendering is complete to render image
当完成所有渲染图片后被调用,用来渲染图片后期效果。
postprocessing effects (Unity Pro only).
后期效果处理(仅Unity Pro)。
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 destinationrender 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.
它允许你使用基于着色器的过滤器来处理最终的图像。进入的图片是source渲染纹理。结果是destination渲染纹理。当有多个图片过滤器附加在相机上时,它们序列化地处理图片,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。