Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

IRenderPipeline

interface in UnityEngine.Experimental.Rendering

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Defines a series of commands and settings that describes how Unity renders a frame.

Unity supports a few built-in rendering pipelines optimized for specific platforms. These pipelines are open source and available in the Github project.

You can also define your own custom RenderPipeline tailored for your specific project needs. To create a custom RenderPipeline:

1) Create a script that extends RenderPipelineAsset or IRenderPipelineAsset, this will become the manager and provider for you RenderPipeline. 2) Implement IRenderPipeline and override IRenderPipeline.Render and IRenderPipeline._disposed 3) Create a RenderPipeline Asset by using ScriptableObject.CreateAsset. 3) Use your RenderPipeline either by assigning it in the GraphicsSettings in the Editor or by using the scripting interface GraphicsSettings.renderPipeline".

Properties

disposedWhen the IRenderPipeline is invalid or destroyed this returns true.

Public Methods

RenderDefines custom rendering for this RenderPipeline.

Did you find this page useful? Please give it a rating: