LightEvent

enumeration

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설명

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.

변수

BeforeShadowMapBefore shadowmap is rendered.
AfterShadowMapAfter shadowmap is rendered.
BeforeScreenspaceMaskBefore directional light screenspace shadow mask is computed.
AfterScreenspaceMaskAfter directional light screenspace shadow mask is computed.
BeforeShadowMapPassBefore shadowmap pass is rendered.
AfterShadowMapPassAfter shadowmap pass is rendered.