Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

LightEvent.AfterShadowMapPass

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

After shadowmap pass is rendered.

When this event is triggered, all shadow casters in pass have already been rendered, and current render target is still the shadowmap.

This event differs from LightEvent.AfterShadowMap in that for light types that render shadows using multiple passes, the event triggers after each pass. Additional control over when this event triggers can be achieved by passing a ShadowMapPass mask to Light.AddCommandBuffer.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答