The render graph system is a set of APIs you use to create a Scriptable Render Pass.
Page | Description |
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Introduction to the render graph system | What the render graph system is, and how it optimizes rendering. |
Write a render pass using the render graph system | Write a Scriptable Render Pass using the render graph APIs. |
Textures in the render graph system | Access and use textures in your render passes, and how to blitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another. See in Glossary. |
Frame data in the render graph system | Get the textures URP creates for the current frame and use them in your render passes. |
Draw objects in the render graph system | Draw objects in the render graph system using the RendererList API. |
Compute shaders in the render graph system | Create a render pass that runs a compute shaderA program that runs on the GPU. More info See in Glossary. |
Analyze a render graph | Check a render graph using the Render Graph Viewer, Rendering Debugger, or Frame Debugger. |
Optimize a render graph | To optimize a render graph, merge or reduce the number of render passes. |
Use Compatibility Mode APIs in the render graph system | To use Compatibility Mode APIs in the render graph system, such as SetRenderTarget , use the render graph UnSafePass API. |
Render Graph Viewer window reference | Reference for the Render Graph Viewer window. |