Customize and extend the rendering process in the Universal Render Pipeline (URP). Create a custom render pass in a C# script and inject it into the URP frame rendering loop.
| Page | Description |
|---|---|
| Introduction to Scriptable Render Passes | Learn about using Scriptable Render Passes to alter how Unity renders a scene or the objects within a scene. |
| Adding pre-built effects with Renderer Features in URP | Resources for adding pre-built render passes to URP, and configuring their behaviour. |
| Custom render pass workflow in URP | Add and inject a custom render pass. |
| 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 |
Understand the different ways to perform a blit operation in URP and best practices to follow when writing custom render passes. |
| Render graph system | Resources and approaches for using the RenderGraph APIs to create a Scriptable Render Pass. |
| Adding a Scriptable Render Pass to the frame rendering loop | Resources and techniques for injecting a custom render pass via a Scriptable Renderer Feature, or the RenderPipelineManager API. |
| Modify URP source code | Modify URP source code to implement advanced customizations. |