BeforeStack: Unity injects the effect before applying the built-in stack. This applies to all post processing effects except Temporal anti-aliasing (TAA), which Unity applies before any injection points. AfterStack: Unity applies the effect after the built-in stack and before FXAA (if it's enabled) and final-pass dithering. For our post-processing outline we will be sampling two scene properties: depth and surface normal. As shown in the image above the depth values typically We will be following the same process that was covered in the previous ramble, Surface Angle Silhouette with Unity Post-Processing.
To my horror, after you disable and then enable gameobject, the coroutine is dead! And just calling StartCoroutine again resets the values for the loop, so it wouldnt look nice where the fading and UI values would restart everytime. Enter quick hack, store loop values into variables at OnDisable() and...Unity compiles many shader variants from a single shader source file. The number of shader variants depends on how many keywords you’ve included in the shader. In the default shaders, the Lightweight Render Pipeline uses a set of keywords for lighting and shadows.
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