This page explains how Unity’s Scriptable Render Pipeline (SRP) works, and introduces some key concepts and terminology. The information on this page is applicable to the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP), the High Definition Render Pipeline (HDRP), and custom render pipelines that are based on SRP.
The Scriptable Render Pipeline is a thin API layer that lets you schedule and configure rendering commands using C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary. Unity passes these commands to its low-level graphics architecture, which then sends instructions to the graphics API.
URP and HDRP are built on top of SRP. You can also create your own custom render pipeline on top of SRP.
Every render pipeline based on SRP has two key customized elements:
Render()
method.CreatePipeline()
method.For more information on these elements, and instructions on how to create them in a custom render pipeline, see Creating a Render Pipeline Asset and a Render Pipeline Instance.
ScriptableRenderContext
is a class that acts as an interface between the custom C# code in the render pipeline and Unity’s low-level graphics code.
Use the ScriptableRenderContext API to schedule and execute rendering commands. For information, see Scheduling and executing rendering commands in the Scriptable Render Pipeline.
When working with SRP, use these to make Unity call your C# code at specific times.
beginContextRendering
instead.endContextRendering
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