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, } }