The RTHandle system
Render target management is an important part of any render pipeline. In a complicated render pipeline where there are many interdependent render passes that use many different render textures, it is important to have a maintainable and extendable system that allows for easy memory management.
One of the biggest issues occurs when a render pipeline uses many different Cameras, each with their own resolution. For example, off-screen Cameras or real-time reflection probes. In this scenario, if the system allocated render textures independently for each Camera, the total amount of memory would increase to unmanageable levels. This is particularly bad for complex render pipelines that use many intermediate render textures. Unity can use temporary render textures, but unfortunately, they do not suit this kind of use case because temporary render textures can only reuse memory if a new render texture uses the exact same properties and resolution. This means that when rendering with two different resolutions, the total amount of memory Unity uses is the sum of all resolutions.
To solve these issues with render texture memory allocation, Unity's Scriptable Render Pipeline includes the RTHandle system. This system is an abstraction layer on top of Unity's RenderTexture API that handles render texture management automatically.
This section contains the following pages:
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.