namespace UnityEngine.Rendering.HighDefinition
{
///
/// Custom Post Processing injection points.
///
public enum CustomPostProcessInjectionPoint
{
/// After Opaque and Sky.
[InspectorName("After Opaque And Sky")]
AfterOpaqueAndSky = 0,
/// Before TAA and Post Processing.
[InspectorName("Before Temporal Anti-Aliasing")]
BeforeTAA = 3,
/// Before Post Processing.
[InspectorName("Before Post Process")]
BeforePostProcess = 1,
/// After Post Process Blurs.
[InspectorName("After Post Process Blurs")]
AfterPostProcessBlurs = 4,
/// After Post Processing.
[InspectorName("After Post Process")]
AfterPostProcess = 2,
}
}