Version: Unity 6 Preview (6000.0)
Language : English
Injection points reference for URP
Write a Scriptable Render Pass in Compatibility Mode in URP

Compatibility Mode in URP

If you enable Compatibility Mode (Render Graph Disabled) in URP graphics settings, you can write a Scriptable Render Pass without using the render graph API. The setting is in Project Settings > Graphics > Pipeline Specific Settings > URP > Render Graph.

Note: Unity no longer develops or improves the rendering pathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
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that doesn’t use the render graph API. Use the render graph API instead when developing new graphics features.

Page Description
Write a Scriptable Render Pass in Compatibility Mode An example of creating a Scriptable Render Pass in Compatibility Mode.
Example of a complete Scriptable Renderer Feature in Compatibility Mode An example of a complete Scriptable Renderer Feature in Compatibility Mode.
Example of performing a full screen blit in Compatibility mode An example that describes how to create a custom Renderer Feature that performs a full screen blitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
See in Glossary
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Scriptable Render Pass Compatibility Mode API reference for URP Reference for the Scriptable Render Pass API.
Injection points reference for URP
Write a Scriptable Render Pass in Compatibility Mode in URP