Version: 2020.1
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ScriptableRenderContext.DrawRenderers

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public void DrawRenderers(Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings);
public void DrawRenderers(Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings, ref Rendering.RenderStateBlock stateBlock);
public void DrawRenderers(Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings, NativeArray<ShaderTagId> renderTypes, NativeArray<RenderStateBlock> stateBlocks);

Parameters

cullingResults Specifies which set of visible objects to draw, typically obtained from Cull.
drawingSettings Specifies how to draw GameObjects.
filteringSettings Specifies how the render pipeline should further filter the Renderers in the Scene.
stateBlock Specifies parts of the render state to override.
renderTypes Specifies render types whose render states are overridden.
stateBlocks Specifies parts of the render state to override for specific render types.

Description

Schedules the drawing of a subset of visible GameObjects.

During the call to ScriptableRenderContext.DrawRenderers, ScriptableRenderContext registers the draw parameters into its own internal list of commands to execute. The actual execution of these commands happens during ScriptableRenderContext.Submit.

If you supply a state block, it overrides the render state for all GameObjects that the render pipeline draws during the function call. If you supply an array of RenderTypes, it overrides the render state for GameObjects where the RenderType of the sub-shader matches a value in the array. If multiple mappings match, Unity uses the first one. A mapping with renderType set to null matches everything.

Make sure that you call ExecuteCommandBuffer before DrawRenderers if your draw call depends on a state of the pipeline that you specify in a CommandBuffer. The code sample below illustrates a case when commands are submitted in an incorrect order; followed by a case that behaves as expected:

using UnityEngine;
using UnityEngine.Rendering;

internal class ExecuteCommandBufferExample { // TODO: replace with actual settings ScriptableRenderContext scriptableRenderContext; DrawingSettings drawingSettings; CullingResults cullingResults = new CullingResults(); FilteringSettings filteringSettings = new FilteringSettings();

Matrix4x4 myViewMatrix = Matrix4x4.Scale(new Vector3(2f, 2f, 2f));

public void DrawRenderersExampleIncorrect() { CommandBuffer myCommandBuffer = new CommandBuffer();

myCommandBuffer.SetViewMatrix(myViewMatrix);

scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // NO! When scriptableRenderContext submits the DrawRenderers command, it will not know about myViewMatrix :(

scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear(); }

public void DrawRenderersExampleBetter() { CommandBuffer myCommandBuffer = new CommandBuffer();

myCommandBuffer.SetViewMatrix(myViewMatrix);

scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear();

scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // OK! During next scriptableRenderContext.Submit() call, scriptableRenderContext will set myViewMatrix *before* drawing the renderers. } }

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