Version: 2020.2
LanguageEnglish
  • C#

PassType

enumeration

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

Shader pass type for Unity's lighting pipeline.

This corresponds to "LightMode" tag in the shader pass, see Pass tags.

Properties

NormalRegular shader pass that does not interact with lighting.
VertexLegacy vertex-lit shader pass.
VertexLMLegacy vertex-lit shader pass, with mobile lightmaps.
ForwardBaseForward rendering base pass.
ForwardAddForward rendering additive pixel light pass.
LightPrePassBaseLegacy deferred lighting (light pre-pass) base pass.
LightPrePassFinalLegacy deferred lighting (light pre-pass) final pass.
ShadowCasterShadow caster & depth texure shader pass.
DeferredDeferred Shading shader pass.
MetaShader pass used to generate the albedo and emissive values used as input to lightmapping.
MotionVectorsMotion vector render pass.
ScriptableRenderPipelineCustom scriptable pipeline.
ScriptableRenderPipelineDefaultUnlitCustom scriptable pipeline when lightmode is set to default unlit or no light mode is set.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961