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- using System.Collections.Generic;
- namespace UnityEngine.Rendering.PostProcessing
- {
- /// <summary>
- /// Injection points for custom effects.
- /// </summary>
- public enum PostProcessEvent
- {
- /// <summary>
- /// Effects at this injection points will execute before transparent objects are rendered.
- /// </summary>
- BeforeTransparent = 0,
- /// <summary>
- /// Effects at this injection points will execute after temporal anti-aliasing and before
- /// builtin effects are rendered.
- /// </summary>
- BeforeStack = 1,
- /// <summary>
- /// Effects at this injection points will execute after builtin effects have been rendered
- /// and before the final pass that does FXAA and applies dithering.
- /// </summary>
- AfterStack = 2,
- }
- // Box free comparer for our `PostProcessEvent` enum, else the runtime will box the type when
- // used as a key in a dictionary, thus leading to garbage generation... *sigh*
- internal struct PostProcessEventComparer : IEqualityComparer<PostProcessEvent>
- {
- public bool Equals(PostProcessEvent x, PostProcessEvent y)
- {
- return x == y;
- }
- public int GetHashCode(PostProcessEvent obj)
- {
- return (int)obj;
- }
- }
- }
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