using UnityEngine.Rendering.Universal; /// /// Render pass events for the volumetric fog. Matches the ones in the Universal Render Pipeline. /// public enum VolumetricFogRenderPassEvent { BeforeRenderingTransparents = RenderPassEvent.BeforeRenderingTransparents, AfterRenderingTransparents = RenderPassEvent.AfterRenderingTransparents, BeforeRenderingPostProcessing = RenderPassEvent.BeforeRenderingPostProcessing }