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    Enum RenderPassEvent2D

    Specifies the execution timing for a ScriptableRenderPass2D within the 2D renderer pipeline. This enum allows you to control when a custom render pass is injected relative to key stages of the 2D rendering process, such as normals, shadows, lights, sprites, and post-processing.

    Namespace: UnityEngine.Rendering.Universal
    Assembly: Unity.RenderPipelines.Universal.2D.Runtime.dll
    Syntax
    public enum RenderPassEvent2D

    Fields

    Name Description
    AfterRendering

    Executes a ScriptableRenderPass2D after all rendering is complete.

    AfterRenderingLights

    Executes a ScriptableRenderPass2D after rendering lights. You can target sorting layers when using this event.

    AfterRenderingNormals

    Executes a ScriptableRenderPass2D after rendering normals. You can target sorting layers when using this event.

    AfterRenderingPostProcessing

    Executes a ScriptableRenderPass2D after rendering post-processing.

    AfterRenderingShadows

    Executes a ScriptableRenderPass2D after rendering shadows. You can target sorting layers when using this event.

    AfterRenderingSprites

    Executes a ScriptableRenderPass2D after rendering sprites. You can target sorting layers when using this event.

    BeforeRendering

    Executes a ScriptableRenderPass2D before rendering any other passes in the pipeline. Camera matrices and stereo rendering are not set up at this point. Use this to draw to custom input textures used later in the pipeline, for example, LUT textures.

    BeforeRenderingLights

    Executes a ScriptableRenderPass2D before rendering lights. You can target sorting layers when using this event.

    BeforeRenderingNormals

    Executes a ScriptableRenderPass2D before rendering normals. You can target sorting layers when using this event.

    BeforeRenderingPostProcessing

    Executes a ScriptableRenderPass2D before rendering post-processing.

    BeforeRenderingShadows

    Executes a ScriptableRenderPass2D before rendering shadows. You can target sorting layers when using this event.

    BeforeRenderingSprites

    Executes a ScriptableRenderPass2D before rendering sprites. You can target sorting layers when using this event.

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