//void OnPreRender() //{ //} //private void OnRenderImage(RenderTexture source, RenderTexture destination) //{ //} //MSAA和HDR会激活unity内部的渲染流程必须走OnRenderImage(存疑),所以事先关闭 private void OnPostRender() { Graphics.SetRenderTarget(rt); GL.Clear(true, true, Color.grey); CubeDraw.Draw(pureColorMaterial, cubeMesh); SkyboxDraw.Draw(cam, skyboxMaterial); Graphics.Blit(rt, cam.targetTexture); }