Version: Unity 6.1 Alpha (6000.1)
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Custom render pass workflow in URP
Introduction to the render graph system in URP

Render graph system in URP

The render graph system is a set of APIs you use to create a Scriptable Render Pass.

Page Description
Introduction to the render graph system What the render graph system is, and how it optimizes rendering.
Write a render pass using the render graph system Write a Scriptable Render Pass using the render graph APIs.
Textures in the render graph system Access and use textures in your render passes, and how to 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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Frame data in the render graph system Get the textures URP creates for the current frame and use them in your render passes.
Draw objects in the render graph system Draw objects in the render graph system using the RendererList API.
Compute shaders in the render graph system Create a render pass that runs a compute shaderA program that runs on the GPU. More info
See in Glossary
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Analyze a render graph Check a render graph using the Render Graph Viewer, Rendering Debugger, or Frame Debugger.
Use Compatibility Mode APIs in the render graph system To use Compatibility Mode APIs in the render graph system, such as SetRenderTarget, use the render graph UnSafePass API.
Render Graph Viewer window reference Reference for the Render Graph Viewer window.

Additional resources

Custom render pass workflow in URP
Introduction to the render graph system in URP