FSR2 tests in Unity based on built-in render pipeline
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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;
}
}
}