Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

RenderPipeline.BeginFrameRendering

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 BeginFrameRendering(Rendering.ScriptableRenderContext context, Camera[] cameras);

Description

Calls the RenderPipelineManager.beginFrameRendering delegate.

This method is replaced by RenderPipeline.BeginContextRendering. It is supported and documented for backwards compatibility only.

If you are writing a custom Scriptable Render Pipeline, you can call this method at the start of your RenderPipeline.Render method to implement functionality using the RenderPipelineManager.beginFrameRendering delegate.

Using RenderPipelineManager.beginFrameRendering causes heap allocations. Using RenderPipeline.BeginContextRendering and the RenderPipelineManager.beginContextRendering delegate provide the same functionality, but without heap allocations. You should therefore use RenderPipeline.BeginContextRendering and the RenderPipelineManager.beginContextRendering delegate instead.

Additional resources: RenderPipelineManager.beginFrameRendering, RenderPipeline.EndFrameRendering, RenderPipelineManager.endFrameRendering