Where in the default graph a Pass3D contributes its passes
The first three are scene stages (SceneStage), where a pass usually draws meshes into the
scene's colour and depth. The last two are the post chain (EffectStage), where
full-screen effects each read the image the one before wrote.
'beforeOpaque': before the view clears its depth and draws the scene, so a pass here can fill
a texture the scene then samples: a security-camera feed, a mirror, a portal.
'afterOpaque': straight after the opaque draw, so glass refracts what the pass draws and
transparent surfaces draw over it. Suits outlines and decals. A pass whose camera has a render
texture draws into that texture instead, so glass doesn't refract it.
'afterTransparent': after every scene draw, before the post chain. Overlays, gizmos,
debug wireframes.
'beforeToneMapping': post effects that read the scene as light, in a float texture, before
the view's tone curve, so brightness above 1 is still there: bloom, depth of field, motion
blur, ambient occlusion. A PostEffect runs here unless it says otherwise.
'afterToneMapping': post effects that read the picture as it will show, after the curve,
such as antialiasing that finds edges by their brightness on screen, a tint, or a viewer that
shows data as colours.
Where in the default graph a Pass3D contributes its passes
The first three are scene stages (SceneStage), where a pass usually draws meshes into the scene's colour and depth. The last two are the post chain (EffectStage), where full-screen effects each read the image the one before wrote.
'beforeOpaque': before the view clears its depth and draws the scene, so a pass here can fill a texture the scene then samples: a security-camera feed, a mirror, a portal.'afterOpaque': straight after the opaque draw, so glass refracts what the pass draws and transparent surfaces draw over it. Suits outlines and decals. A pass whose camera has a render texture draws into that texture instead, so glass doesn't refract it.'afterTransparent': after every scene draw, before the post chain. Overlays, gizmos, debug wireframes.'beforeToneMapping': post effects that read the scene as light, in a float texture, before the view's tone curve, so brightness above 1 is still there: bloom, depth of field, motion blur, ambient occlusion. A PostEffect runs here unless it says otherwise.'afterToneMapping': post effects that read the picture as it will show, after the curve, such as antialiasing that finds edges by their brightness on screen, a tint, or a viewer that shows data as colours.