在摄像机的渲染中定义一个用来附加 CommandBuffer 对象的位置。
通过在摄像机渲染中的不同点添加所谓的“命令缓冲区”可以扩展 Unity 的渲染循环。例如,您可以添加一些自定义几何形状,以便在绘制天空盒后立即绘制。
另请参阅:CommandBuffer、LightEvent、command buffers overview。
BeforeDepthTexture | 在摄像机的深度纹理生成之前。 |
AfterDepthTexture | 在摄像机的深度纹理生成之后。 |
BeforeDepthNormalsTexture | 在摄像机的深度 + 法线纹理生成之前。 |
AfterDepthNormalsTexture | 在摄像机的深度 + 法线纹理生成之后。 |
BeforeGBuffer | 在渲染延迟渲染 G 缓冲区之前。 |
AfterGBuffer | 在渲染延迟渲染 G 缓冲区之后。 |
BeforeLighting | 在延迟渲染中的光照通道之前。 |
AfterLighting | 在延迟渲染中的光照通道之后。 |
BeforeFinalPass | 在延迟光照中的最后一个几何形状通道之前。 |
AfterFinalPass | 在延迟光照中的最后一个几何形状通道之后。 |
BeforeForwardOpaque | 在前向渲染中的不透明对象之前。 |
AfterForwardOpaque | 在前向渲染中的不透明对象之后。 |
BeforeImageEffectsOpaque | 在不透明对象和透明对象之间发生的图像特效之前。 |
AfterImageEffectsOpaque | 在不透明对象和透明对象之间发生的图像特效之后。 |
BeforeSkybox | 在绘制天空盒之前。 |
AfterSkybox | 在绘制天空盒之后。 |
BeforeForwardAlpha | 在前向渲染中的透明对象之前。 |
AfterForwardAlpha | 在前向渲染中的透明对象之后。 |
BeforeImageEffects | 在图像特效之前。 |
AfterImageEffects | 在图像特效之后。 |
AfterEverything | 在摄像机完成所有渲染之后。 |
BeforeReflections | 在延迟渲染中的反射通道之前。 |
AfterReflections | 在延迟渲染中的反射通道之后。 |
BeforeHaloAndLensFlares | 在光环和镜头光晕之前。 |
AfterHaloAndLensFlares | 在光环和镜头光晕之后。 |
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