Analyze the render graph in HDRP
To analyze the render graph in HDRP, use the Render Graph Viewer window.
The render graph is the optimized sequence of render passes the High Definition Render Pipeline (HDRP) steps through each frame. The Render Graph Viewer displays both built-in render passes and any custom passes you create.
For more information about the Render Graph Viewer window, refer to Render Graph Viewer window reference.
Open the Render Graph Viewer window
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.
View the render graph for a build
To connect the Render Graph Viewer window to a build, enable Development Build in the Build Profiles window when you build the project. If you build for WebGL or Universal Windows Platform (UWP), enable both Development Build and Autoconnect Profiler.
After you build your project, follow these steps:
- Run your built project.
- In the Render Graph Viewer window, select the Target Selection dropdown. The dropdown is set to Editor by default.
- In the Local section, select your build.
Your build appears in the Local section only if the build is running.
Example: Check how HDRP uses a resource
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 Ambient Occlusion texture goes through the following stages:
During the first 19 render passes between Set Global Sky Texture and Temporal Denoise GTAO, the texture doesn't exist. The resource assess blocks are dotted lines.
The Upsample GTAO render pass creates the texture, and has write-only access to it. The resource access block is red.
The next four render passes don't have access to the texture. The resource access blocks are gray.
The Deferred Lighting render pass has read-only access to the texture. The resource access block is green.
The Forward (+ Emissive) Opaque 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.
Check how HDRP optimized a render pass
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:
- Select the render pass name to display the details in the Pass List.
- Below the render pass name, hover your cursor over the gray, blue, or flashing blue resource access overview block.
For more information about displaying details of a render pass, refer to Render Graph Viewer window reference.