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    Enum RenderPassEvent

    Controls when the render pass executes.

    Namespace: UnityEngine.Rendering.Universal
    Syntax
    [MovedFrom("UnityEngine.Rendering.LWRP")]
    public enum RenderPassEvent

    Fields

    Name Description Value
    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.

    0
    BeforeRenderingShadows

    Executes a ScriptableRenderPass before rendering shadowmaps. Camera matrices and stereo rendering are not setup this point.

    50
    AfterRenderingShadows

    Executes a ScriptableRenderPass after rendering shadowmaps. Camera matrices and stereo rendering are not setup this point.

    100
    BeforeRenderingPrePasses

    Executes a ScriptableRenderPass before rendering prepasses, f.ex, depth prepass. Camera matrices and stereo rendering are already setup at this point.

    150
    AfterRenderingPrePasses

    Executes a ScriptableRenderPass after rendering prepasses, f.ex, depth prepass. Camera matrices and stereo rendering are already setup at this point.

    200
    BeforeRenderingOpaques

    Executes a ScriptableRenderPass before rendering opaque objects.

    250
    AfterRenderingOpaques

    Executes a ScriptableRenderPass after rendering opaque objects.

    300
    BeforeRenderingSkybox

    Executes a ScriptableRenderPass before rendering the sky.

    350
    AfterRenderingSkybox

    Executes a ScriptableRenderPass after rendering the sky.

    400
    BeforeRenderingTransparents

    Executes a ScriptableRenderPass before rendering transparent objects.

    450
    AfterRenderingTransparents

    Executes a ScriptableRenderPass after rendering transparent objects.

    500
    BeforeRenderingPostProcessing

    Executes a ScriptableRenderPass before rendering post-processing effects.

    550
    AfterRenderingPostProcessing

    Executes a ScriptableRenderPass after rendering post-processing effects but before final blit, post-processing AA effects and color grading.

    600
    AfterRendering

    Executes a ScriptableRenderPass after rendering all effects.

    1000
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