Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

RenderPipeline.BeginCameraRendering

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

Declaration

protected static void BeginCameraRendering(Rendering.ScriptableRenderContext context, Camera camera);

Description

Calls the RenderPipelineManager.beginCameraRendering delegate.

In the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP), Unity calls this method automatically before performing rendering operations for an individual Camera. If you are writing a custom Scriptable Render Pipeline, you can call this method manually to use the RenderPipelineManager.beginCameraRendering delegate.

The following code example demonstrates where to call this method if you are creating a custom Scriptable Render Pipeline:

using UnityEngine;
using UnityEngine.Rendering;

public class ExampleRenderPipelineInstance : RenderPipeline { public ExampleRenderPipelineInstance() { }

override protected void Render(ScriptableRenderContext context, Camera[] cameras) { for (var i = 0; i < cameras.Length; i++) { var camera = cameras[i];

// Call the RenderPipelineManager.beginCameraRendering delegate BeginCameraRendering(context, camera);

// Put your code for rendering the Camera here } } }