Customize and extend the rendering process in the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP). Create a custom render pass in a C# script and inject it into the URP frame rendering loop.
| Page | Description |
|---|---|
| Introduction to Scriptable Render Passes | Learn about using Scriptable Render Passes to alter how Unity renders a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary or the objects within a scene. |
| Adding pre-built effects with Renderer Features in URP | Resources for adding pre-built render passes to URP, and configuring their behaviour. |
| Custom render pass workflow in URP | Add and inject a custom render pass. |
| Render graph system | Resources and approaches for using the RenderGraph APIs to create a Scriptable Render Pass. |
| Adding a Scriptable Render Pass to the frame rendering loop | Resources and techniques for injecting a custom render pass via a Scriptable Renderer Feature, or the RenderPipelineManager API. |
| Compatibility Mode | Write a Scriptable Render Pass if you enable Compatibility Mode (Render Graph Disabled) in URP graphics settings. Unity no longer develops or improves this rendering pathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info See in Glossary. |