Version: 2022.3
LanguageEnglish
  • C#

LightEvent

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

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.

Additional resources: CommandBuffer, CameraEvent, command buffers overview.

Properties

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.
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