Enum RenderPassEvent
Controls when the render pass executes.
Syntax
public enum RenderPassEvent : int
Fields
Name |
Description |
Value |
AfterRendering |
Executes a ScriptableRenderPass after rendering all effects.
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AfterRenderingOpaques |
Executes a ScriptableRenderPass after rendering opaque objects.
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AfterRenderingPostProcessing |
Executes a ScriptableRenderPass after rendering post-processing effects but before final blit, post-processing AA effects and color grading.
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AfterRenderingPrePasses |
Executes a ScriptableRenderPass after rendering prepasses, f.ex, depth prepass.
Camera matrices and stereo rendering are already setup at this point.
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AfterRenderingShadows |
Executes a ScriptableRenderPass after rendering shadowmaps.
Camera matrices and stereo rendering are not setup this point.
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AfterRenderingSkybox |
Executes a ScriptableRenderPass after rendering the sky.
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AfterRenderingTransparents |
Executes a ScriptableRenderPass after rendering transparent objects.
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BeforeRendering |
Executes a ScriptableRenderPass before rendering any other passes in the pipeline.
Camera matrices and stereo rendering are not setup this point.
You can use this to draw to custom input textures used later in the pipeline, f.ex LUT textures.
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BeforeRenderingOpaques |
Executes a ScriptableRenderPass before rendering opaque objects.
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BeforeRenderingPostProcessing |
Executes a ScriptableRenderPass before rendering post-processing effects.
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BeforeRenderingPrepasses |
Executes a ScriptableRenderPass before rendering prepasses, f.ex, depth prepass.
Camera matrices and stereo rendering are already setup at this point.
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BeforeRenderingShadows |
Executes a ScriptableRenderPass before rendering shadowmaps.
Camera matrices and stereo rendering are not setup this point.
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BeforeRenderingSkybox |
Executes a ScriptableRenderPass before rendering the sky.
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BeforeRenderingTransparents |
Executes a ScriptableRenderPass before rendering transparent objects.
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