struct in UnityEngine.Experimental.Rendering
Defines state and drawing commands used in a custom render pipelines.
When defining a custom RenderPipeline, a ScriptableRenderContext is used to set state and drawing commands to be submitted to the GPU.
A RenderPipeline.Render method implementation typically culls objects that don't need to be rendered for all the Cameras (see CullResults), and then makes a series of calls to ScriptableRenderContext.DrawRenderers intermixed with ScriptableRenderContext.ExecuteCommandBuffer calls. These calls set up global Shader properties, change render targets, dispatch compute shaders, and other rendering tasks. Finally, ScriptableRenderContext.Submit is called to execute the render loop.
See Also: RenderPipeline.
|DrawRenderers||Draw subset of visible objects.|
|DrawShadows||Draw shadow casters for a single light.|
|ExecuteCommandBuffer||Execute a custom graphics command buffer.|
|SetupCameraProperties||Setup camera specific global shader variables.|
|Submit||Submit rendering loop for execution.|