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 | Blit 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 shader. |
| 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 the CommandBuffer interface in a render graph | Use CommandBuffer interface APIs such as SetRenderTarget in render graph system render passes. |
| Render Graph Viewer window reference | Reference for the Render Graph Viewer window. |