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Unity Engine


CameraEvent

Defines a place in camera's rendering to attach CommandBuffer objects to.
Read time 1 minuteLast updated 6 days ago

Definition

public enum CameraEvent

Remarks

Unity's rendering loop can be extended by adding so called "command buffers" at various points in camera rendering. For example, you could add some custom geometry to be drawn right after the skybox is drawn.

Fields

Value

Description

AfterDepthNormalsTextureAfter camera's depth+normals texture is generated.
AfterDepthTextureAfter camera's depth texture is generated.
AfterEverythingAfter camera has done rendering everything.
AfterFinalPassAfter final geometry pass in deferred lighting.
AfterForwardAlphaAfter transparent objects in forward rendering.
AfterForwardOpaqueAfter opaque objects in forward rendering.
AfterGBufferAfter deferred rendering G-buffer is rendered.
AfterHaloAndLensFlaresAfter halo and lens flares.
AfterImageEffectsAfter image effects.
AfterImageEffectsOpaqueAfter image effects that happen between opaque & transparent objects.
AfterLightingAfter lighting pass in deferred rendering.
AfterReflectionsAfter reflections pass in deferred rendering.
AfterSkyboxAfter skybox is drawn.
BeforeDepthNormalsTextureBefore camera's depth+normals texture is generated.
BeforeDepthTextureBefore camera's depth texture is generated.
BeforeFinalPassBefore final geometry pass in deferred lighting.
BeforeForwardAlphaBefore transparent objects in forward rendering.
BeforeForwardOpaqueBefore opaque objects in forward rendering.
BeforeGBufferBefore deferred rendering G-buffer is rendered.
BeforeHaloAndLensFlaresBefore halo and lens flares.
BeforeImageEffectsBefore image effects.
BeforeImageEffectsOpaqueBefore image effects that happen between opaque & transparent objects.
BeforeLightingBefore lighting pass in deferred rendering.
BeforeReflectionsBefore reflections pass in deferred rendering.
BeforeSkyboxBefore skybox is drawn.