You can use the following methods within a Scriptable Render Pass to handle its core functions.
Note: Unity no longer develops or improves the rendering path that doesn’t use the render graph API. Use the render graph API instead when developing new graphics features. To use the instructions on this page, enable Compatibility Mode (Render Graph Disabled) in URP graphics settings (Project Settings > Graphics).
Method | Description |
---|---|
Execute |
Use this method to implement the rendering logic for the Scriptable Renderer Feature. Note: You must not call ScriptableRenderContext.Submit on a command buffer provided by URP. The render pipeline handles this at specific points in the pipeline. |
OnCameraCleanup |
Use this method to clean up any resources that were allocated during the render pass. |
OnCameraSetup |
Use this method to configure render targets and their clear state. You can also use it to create temporary render target textures. Note: When this method is empty, the render pass renders to the active camera render target. |