csharp
public record class StandardFrameExtensionsThe standard frame's named insertion points — nodes of the project's own, spliced in.
Remarks
The URP "Renderer Features" lesson, narrowed to three seams: a project that needs one custom pass adds it here and never forks the frame. Each list is ordinary node assets, spliced in the order written; an empty list costs nothing. Where each lands is StandardFrameAsset's contract, stated on the members below rather than discovered by experiment.
Fields and properties (3)
public ISceneRendererAsset[] AfterOpaqueRuns after the Main pass, before the velocity and particle passes.
public ISceneRendererAsset[] BeforePostRuns after lighting is whole — after the ambient combine — and before the temporal resolve and everything downstream of it.
public ISceneRendererAsset[] BeforeUiRuns at the very end, after the last node has written the output resource.
Used by (9)
- StandardFrameVixen.Rendering.PostFx
- StandardFrameAssetVixen.Rendering.PostFx
- StandardFrameTestsVixen.Rendering.PostFx.Tests
- TerrainCasterTestsVixen.Rendering.Terrain.Tests
- TerrainNodeTestsVixen.Rendering.Terrain.Tests
- TerrainVelocityTestsVixen.Rendering.Terrain.Tests
- TypeRegistrationVixen.Rendering.PostFx
- Vixen_Rendering_PostFx_StandardFrameAssetSerializerVixen.Rendering.PostFx
- Vixen_Rendering_PostFx_StandardFrameExtensionsSerializerVixen.Rendering.PostFx