|How do you use documentation throughout your workflow? Share your experience with us by taking this survey.|
This page explains how Unity’s Scriptable Render Pipeline (SRP) works, and introduces some key concepts and terminology. The information on this page is applicable to the Universal Render Pipeline (URP), the High Definition Render Pipeline (HDRP), and custom render pipelines that are based on SRP.
The Scriptable Render Pipeline is a thin API layer that lets you schedule and configure renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary commands using C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary. Unity passes these commands to its low-level graphics architecture, which then sends instructions to the graphics API.
URP and HDRP are built on top of SRP. You can also create your own custom render pipeline on top of SRP.
Every render pipeline based on SRP has two key customized elements:
Rendermethod is the main entry point to SRP.
For information about creating these elements in a custom render pipeline, see Creating a Render Pipeline Asset and a Render Pipeline Instance.
ScriptableRenderContext is a class that acts as an interface between the custom C# code in the render pipeline and Unity’s low-level graphics code.
Use the ScriptableRenderContext API to schedule and execute rendering commands. For information, see Scheduling and executing rendering commands in the Scriptable Render Pipeline.
When working with SRP, use these to make Unity call your C# code at specific times.