Version: 2020.1
LanguageEnglish
  • C#

RenderPipeline.EndFrameRendering

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

protected static void EndFrameRendering(Rendering.ScriptableRenderContext context, Camera[] cameras);

Description

Calls the RenderPipelineManager.endFrameRendering delegate.

In the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP), Unity calls this method automatically at the end of RenderPipeline.Render. If you are writing a custom Scriptable Render Pipeline, you can call this method at the end of RenderPipeline.Render to implement functionality using the RenderPipelineManager.endFrameRendering 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) { // Put the rest of your Render method code here

// Call the RenderPipelineManager.endFrameRendering delegate EndFrameRendering(context, cameras); } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答