Calls the RenderPipelineManager.beginCameraRendering delegate.
In the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP), Unity calls this method automatically before performing rendering operations for an individual Camera. If you are writing a custom Scriptable Render Pipeline, you can call this method manually to use the RenderPipelineManager.beginCameraRendering delegate.
The following code example demonstrates where to call this method if you are creating a custom Scriptable Render Pipeline:
using UnityEngine; using UnityEngine.Rendering;
public class ExampleRenderPipelineInstance : RenderPipeline { public ExampleRenderPipelineInstance() { }
override protected void Render(ScriptableRenderContext context, Camera[] cameras) { for (var i = 0; i < cameras.Length; i++) { var camera = cameras[i];
// Call the RenderPipelineManager.beginCameraRendering delegate BeginCameraRendering(context, camera);
// Put your code for rendering the Camera here } } }
Additional resources: RenderPipelineManager.beginCameraRendering, RenderPipeline.EndCameraRendering, RenderPipeline.BeginFrameRendering, RenderPipeline.EndFrameRendering, Unity Manual: Scriptable Render Pipeline