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    Custom render pass workflow in URP

    A custom render pass is a way to change how the Universal Render Pipeline (URP) renders a scene or the objects within a scene. A custom render pass contains your own rendering code, which you add to the rendering pipeline at an injection point.

    To add a custom render pass, complete the following tasks:

    • Create the code for a custom render pass using the Scriptable Render Pass API.
    • Inject the custom render pass using the RenderPipelineManager API, or by creating a Scriptable Renderer Feature that you add to the URP Renderer.

    Create the code for a custom render pass

    Use the ScriptableRenderPass to create the code for a custom render pass.

    Refer to Write a Scriptable Render Pass for more information.

    Inject the custom render pass using the RenderPipelineManager API

    Unity raises a beginCameraRendering event before it renders each active Camera in every frame. You can subscribe a method to this event, to execute your custom render pass before Unity renders the Camera.

    Refer to Inject a render pass via scripting for more information.

    Create a Scriptable Renderer Feature

    Scriptable Renderer Features control when and how the Scriptable Render Passes apply to a particular renderer or camera, and can also manage multiple Scriptable Render Passes at once.

    To create a Scriptable Renderer Feature, you do the following:

    • Create a Scriptable Renderer Feature using the API.
    • Add the Scriptable Renderer Feature to the Universal Renderer asset, so it's included in the rendering pipeline.
    • Enqueue your custom render pass in the Scriptable Renderer Feature.

    Refer to Inject a pass using a Scriptable Renderer Feature for more information.


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    In This Article
    • Create the code for a custom render pass
    • Inject the custom render pass using the RenderPipelineManager API
    • Create a Scriptable Renderer Feature
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