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. |
Blit using the render graph system | 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 from one texture to another in the render graph system with the AddBlitPass API. |
Textures in the render graph system | Access and use textures in your render passes. |
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. |
Analyze a render graph | Check a render graph using the Render Graph Viewer, Rendering Debugger, or Frame Debugger. |
Optimize a render graph | To optimize a render graph, merge or reduce the number of render passes. |
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. |