Version: 2022.3
LanguageEnglish
  • C#

RenderPipeline.BeginContextRendering

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

Declaration

protected static void BeginContextRendering(Rendering.ScriptableRenderContext context, List<Camera> cameras);

Use the delegates that this method calls to implement functionality at the start of RenderPipeline.Render.

In the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP), Unity calls this method automatically at the start of RenderPipeline.Render. If you are writing a custom Scriptable Render Pipeline, you can call this method yourself in the same place. This functionality is not compatible with the Built-in Render Pipeline.

The delegates that this method calls work in the same way as one another, except that RenderPipelineManager.beginFrameRendering causes heap allocations and RenderPipelineManager.beginContextRendering does not. You should therefore use RenderPipelineManager.beginContextRendering to avoid unnecessary heap allocations and garbage collection.

This method replaces RenderPipeline.BeginFrameRendering. It does everything that method does, and in addition it calls the RenderPipelineManager.beginContextRendering delegate. If you are writing a custom Scriptable Render Pipeline, use this method instead of RenderPipeline.BeginFrameRendering.

The following code example demonstrates where to call this method if you are creating a custom Scriptable Render Pipeline:

using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;

public class ExampleRenderPipelineInstance : RenderPipeline { public ExampleRenderPipelineInstance() { }

override protected void Render(ScriptableRenderContext context, List<Camera> cameras) { // Call the RenderPipelineManager.beginContextRendering and RenderPipelineManager.beginFrameRendering delegates BeginContextRendering(context, cameras);

// Put the rest of your Render method code here }

// Older version of the Render function that can generate garbage, needed for backwards compatibility override protected void Render(ScriptableRenderContext context, Camera[] cameras) { } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961