Version: Unity 6 (6000.0)
Language : English
Add anti-aliasing in the Universal Render Pipeline
Introduction to Scriptable Render Passes in URP

Custom rendering and post-processing in URP

Customize and extend the rendering process in 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
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(URP). Create a custom render pass in a C# script and inject it into the URP frame rendering loop.

Page Description
Introduction to Scriptable Render Passes Learn about using Scriptable Render Passes to alter how Unity renders a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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or the objects within a scene.
Adding pre-built effects with Renderer Features in URP Resources for adding pre-built render passes to URP, and configuring their behaviour.
Custom render pass workflow in URP Add and inject a custom render pass.
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.
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Understand the different ways to perform a blit operation in URP and best practices to follow when writing custom render passes.
Render graph system Resources and approaches for using the RenderGraph APIs to create a Scriptable Render Pass.
Adding a Scriptable Render Pass to the frame rendering loop Resources and techniques for injecting a custom render pass via a Scriptable Renderer Feature, or the RenderPipelineManager API.
Compatibility Mode Write a Scriptable Render Pass if you enable Compatibility Mode (Render Graph Disabled) in URP graphics settings. Unity no longer develops or improves this 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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.

Additional resources

Add anti-aliasing in the Universal Render Pipeline
Introduction to Scriptable Render Passes in URP