Enum CustomRenderPasses ​
Namespace: ValveResourceFormat.Renderer
Assembly: Renderer.dll
Per node flags about their desired render passes.
csharp
[Flags]
public enum CustomRenderPassesFields ​
| Name | Value | Hex | Description |
|---|---|---|---|
None | 0 | 0x00000000 | Draws in no pass at all. |
Opaque | 1 | 0x00000001 | Draws in RenderPass.Opaque. |
Translucent | 2 | 0x00000002 | Draws in RenderPass.Translucent. |
Viewmodel | 4 | 0x00000004 | Routes the node's drawing into the dedicated first-person viewmodel layer. |
WaterEffects | 8 | 0x00000008 | Draws in the translucent pass, into the water effects map instead of the scene. |
DepthOnly | 16 | 0x00000010 | Draws in RenderPass.DepthOnly too, and so casts a shadow. |
EffectsBloom | 32 | 0x00000020 | Draws in the translucent pass, into the effects bloom map that feeds the bloom post process instead of the scene, so the geometry only shows as glow. |
Tools | 64 | 0x00000040 | Draws in the tools pass, over the final image after post processing. |
ScreenSpace | 128 | 0x00000080 | Draws in the translucent pass of the screen-space layer, over the finished scene and through the fixed screen-space view rather than the scene camera. Such a node is never culled. |
Default | 3 | 0x00000003 | Draws in the opaque and translucent passes, the default for a node that draws itself. |

