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

RenderPipeline.EndFrameRendering

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

Description

Calls the RenderPipelineManager.endFrameRendering delegate.

This method is replaced by RenderPipeline.EndContextRendering. 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 end of RenderPipeline.Render to implement functionality using the RenderPipelineManager.endFrameRendering delegate.

Using [RenderPipelineManager.endFrameRendering]] causes heap allocations. Using RenderPipeline.EndContextRendering and the RenderPipelineManager.endContextRendering delegate provide the same functionality, but without heap allocations. You should therefore use RenderPipeline.EndContextRendering and the RenderPipelineManager.endContextRendering delegate instead.

Additional resources: RenderPipelineManager.endFrameRendering, RenderPipeline.BeginFrameRendering, RenderPipelineManager.beginFrameRendering, Unity Manual: Scriptable Render Pipeline