Allows precise control over which shadow map passes to execute CommandBuffer objects attached using Light.AddCommandBuffer.
These flags only take effect when used with Rendering.LightEvent/BeforeShadowMapPass or Rendering.LightEvent/AfterShadowMapPass.
| PointlightPositiveX | +X point light shadow cubemap face. | 
| PointlightNegativeX | -X point light shadow cubemap face. | 
| PointlightPositiveY | +Y point light shadow cubemap face. | 
| PointlightNegativeY | -Y point light shadow cubemap face. | 
| PointlightPositiveZ | +Z point light shadow cubemap face. | 
| PointlightNegativeZ | -Z point light shadow cubemap face. | 
| DirectionalCascade0 | First directional shadow map cascade. | 
| DirectionalCascade1 | Second directional shadow map cascade. | 
| DirectionalCascade2 | Third directional shadow map cascade. | 
| DirectionalCascade3 | Fourth directional shadow map cascade. | 
| Spotlight | Spotlight shadow pass. | 
| Pointlight | All point light shadow passes. | 
| Directional | All directional shadow map passes. | 
| All | All shadow map passes. |