Delegate that you can use to invoke custom code after Unity renders an individual Camera.
When Unity calls RenderPipeline.EndCameraRendering, 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.EndCameraRendering automatically. If you are writing a custom Scriptable Render Pipeline and you want to use this delegate, you must add a call to RenderPipeline.EndCameraRendering.
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.endCameraRendering += OnEndCameraRendering; }
void OnEndCameraRendering(ScriptableRenderContext context, Camera camera) { // Put the code that you want to execute after the camera renders here // If you are using URP or HDRP, Unity calls this method automatically // If you are writing a custom SRP, you must call RenderPipeline.EndCameraRendering }
void OnDestroy() { RenderPipelineManager.endCameraRendering -= OnEndCameraRendering; } }
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