Version: 2019.4
LanguageEnglish
  • C#

RenderPipelineManager.beginFrameRendering

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Delegate that you can use to invoke custom code at the start of RenderPipeline.Render.

When Unity calls RenderPipeline.BeginFrameRendering, it executes the methods in this delegate's invocation list. In the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP), Unity calls RenderPipeline.BeginFrameRendering automatically. If you are writing a custom Scriptable Render Pipeline and you want to use this delegate, you must add a call to RenderPipeline.BeginFrameRendering at the end of RenderPipeline.Render.

The following code example demonstrates how to add a method to this delegate's invocation list, and later remove it.

using UnityEngine;
using UnityEngine.Rendering;

public class ExampleClass : MonoBehaviour { void Start() { RenderPipelineManager.beginFrameRendering += OnBeginFrameRendering; }

void OnBeginFrameRendering(ScriptableRenderContext context, Camera[] cameras) { // Put the code that you want to execute at the start of RenderPipeline.Render here // If you are using URP or HDRP, Unity calls this method automatically // If you are writing a custom SRP, you must call RenderPipeline.BeginFrameRendering }

void OnDestroy() { RenderPipelineManager.beginFrameRendering -= OnBeginFrameRendering; } }