Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Experimental: this API is experimental and might be changed or removed in the future.

IRenderPipeline.Render

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

public method Render(renderContext: Experimental.Rendering.ScriptableRenderContext, cameras: Camera[]): void;
public void Render(Experimental.Rendering.ScriptableRenderContext renderContext, Camera[] cameras);

Parameters

renderContext Structure that holds the rendering commands for this loop.
cameras Cameras to render.

Description

Defines custom rendering for this RenderPipeline.

A IRenderPipeline.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.

Did you find this page useful? Please give it a rating: