本页说明 Unity 的可编程渲染管线 (SRP) 的工作原理,并介绍一些关键概念和术语。本页面上的信息适用于通用渲染管线 (URP)、高清渲染管线 (HDRP) 和基于 SRP 的自定义渲染管线。
可编程渲染管线是一个瘦 API 层,允许使用 C# 脚本来调度和配置渲染命令。Unity 将这些命令传递给它的低级图形架构,后者随后将指令发送给图形 API。
URP 和 HDRP 建立在 SRP 之上。您还可以在 SRP 之上创建自己的自定义渲染管线。
每个基于 SRP 的渲染管线都有两个关键的自定义元素:
Render()
方法。CreatePipeline()
方法。有关这些元素的更多信息,以及如何在自定义渲染管线中进行创建的说明,请参阅创建渲染管线资源和渲染管线实例。
ScriptableRenderContext
是一个类,用作渲染管线中的自定义 C# 代码与 Unity 的低级图形代码之间的接口。
使用 ScriptableRenderContext API 可以调度和执行渲染命令。有关信息,请参阅在可编程渲染管线中调度和执行渲染命令。
使用 SRP 时,使用它们可让 Unity 在特定时间调用您的 C# 代码。
beginContextRendering
instead.endContextRendering
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