To analyze a render graph, use the Render Graph Viewer window.
The Render Graph Viewer window displays a render graph, which is the optimized sequence of render passes the Universal Render Pipeline (URP) steps through each frame. The Render Graph Viewer displays both built-in render passes and any custom render passes you create.
For more information about the Render Graph Viewer window, refer to Render Graph Viewer window reference.
You can also use the following windows to analyze a render graph:
Go to Window > Analysis > Render Graph Viewer.
The Render Graph Viewer window displays the render graph for the active camera by default. To select another camera, use the dropdown in the toolbar.
To connect the Render Graph Viewer window to a build, when you build the project, do the following:
If you build for WebGL or Universal Windows Platform (UWP), also enable Autoconnect Profiler.
After you build your project, follow these steps:
Your build appears in the Local section only if the build is running.
You can use the resource access blocks next to a resource name to check how the render passes use the resource.
In this example, the _MainLightShadowmapTexture_ texture goes through the following stages:
During the first five render passes between InitFrame and SetupCameraProperties, the texture doesn’t exist. The resource access blocks are dotted lines.
The Main Light Shadowmap render pass creates the texture as a global texture, and has write-only access to it. The resource access block is red. For more information about global textures, refer to Transfer textures between passes.
The blue merge bar below Main Light Shadowmap means URP merged Main Light Shadowmap, Additional Lights Shadowmap and SetupCameraProperties into a single render pass.
The next five render passes don’t have access to the texture. The resource access blocks are gray.
The first Draw Objects render pass has read-only access to the texture. The resource access block is green.
The next two render passes don’t have access to the texture. The resource access blocks are gray.
The second Draw Objects render pass has read-only access to the texture. The resource access block is green.
Unity destroys the texture, because it’s no longer needed. The resource access blocks are blank.
To check the details of a render pass, for example to find out why it’s not a native render pass or a merged pass, do either of the following:
For more information about displaying details of a render pass, refer to Render Graph Viewer window reference.