LightEvent
enumeration
Description 描述
Defines a place in light's rendering to attach CommandBuffer objects to.
Unity's rendering loop can be extended by adding so called "command buffers" at various points in light rendering; mostly related to shadows. For example, you could do custom processing of the shadow map after it is rendered.
See Also: CommandBuffer, CameraEvent, command buffers overview.
Properties 属性
| BeforeShadowMap | Before shadowmap is rendered. | ||
| AfterShadowMap | After shadowmap is rendered. | ||
| BeforeScreenspaceMask | Before directional light screenspace shadow mask is computed. | ||
| AfterScreenspaceMask | After directional light screenspace shadow mask is computed. | ||
| BeforeShadowMapPass | Before shadowmap pass is rendered. | ||
| AfterShadowMapPass | After shadowmap pass is rendered. |