void OnPostRender() { PixelPerfectRendering.pixelSnapSpacing = 0.0f; // Clear the screen to black so that we can see black bars. // If a temporary offscreen RT is used, we do the clear after we're done with that RT to avoid an unnecessary RT switch. if (m_Camera.activeTexture != null) { Graphics.SetRenderTarget(null as RenderTexture); GL.Viewport(new Rect(0.0f, 0.0f, Screen.width, Screen.height)); // <edit> GL.Clear(false, true, m_FillColor); // </edit> } if (!m_Internal.useOffscreenRT) { return; } RenderTexture activeRT = m_Camera.activeTexture; if (activeRT != null) { activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point; } m_Camera.pixelRect = m_Internal.CalculatePostRenderPixelRect(m_Camera.aspect, Screen.width, Screen.height); }
private void OnPostRender() { Experimental.U2D.PixelPerfectRendering.pixelSnapSpacing = 0.0f; if (!m_Internal.useOffscreenRT) { return; } RenderTexture activeRT = m_Camera.activeTexture; if (activeRT != null) { activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point; } m_Camera.pixelRect = m_Internal.CalculatePostRenderPixelRect(m_Camera.aspect, Screen.width, Screen.height); }