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ScriptableRenderContext
Description
Defines state and drawing commands that custom render pipelines use.
When you define a custom RenderPipeline, you use a ScriptableRenderContext to schedule and submit state updates and drawing commands to the GPU.
A RenderPipeline.Render method implementation typically culls objects that the render pipeline doesn't need to render for every Camera (see CullingResults), and then makes a series of calls to ScriptableRenderContext.DrawRenderers intermixed with ScriptableRenderContext.ExecuteCommandBuffer calls. These calls set up global Shader properties, change render targets, dispatch compute shaders, and other rendering tasks. To actually execute the render loop, call ScriptableRenderContext.Submit.
See Also: RenderPipeline.
Public Methods
BeginRenderPass | Schedules the beginning of a new render pass. Only one render pass can be active at any time. |
BeginScopedRenderPass | Schedules the beginning of a new render pass. If you call this a using-statement, Unity calls EndRenderPass automatically when exiting the using-block. Only one render pass can be active at any time. |
BeginScopedSubPass | Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. |
BeginSubPass | Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. |
Cull | Performs culling based on the ScriptableCullingParameters typically obtained from the Camera currently being rendered. |
DrawGizmos | Schedules the drawing of a subset of Gizmos (before or after post-processing) for the given Camera. |
DrawRenderers | Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. |
DrawShadows | Schedules the drawing of shadow casters for a single Light. |
DrawSkybox | Schedules the drawing of the skybox. |
DrawUIOverlay | Draw the UI overlay. |
DrawWireOverlay | Schedules the drawing of a wireframe overlay for a given Scene view Camera. |
EndRenderPass | Schedules the end of a currently active render pass. |
EndSubPass | Schedules the end of the currently active sub pass. |
ExecuteCommandBuffer | Schedules the execution of a custom graphics Command Buffer. |
ExecuteCommandBufferAsync | Schedules the execution of a Command Buffer on an async compute queue. The ComputeQueueType that you pass in determines the queue order. |
InvokeOnRenderObjectCallback | Schedules an invocation of the OnRenderObject callback for MonoBehaviour scripts. |
SetupCameraProperties | Schedules the setup of Camera specific global Shader variables. |
StartMultiEye | Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext. |
StereoEndRender | Schedule notification of completion of stereo rendering on a single frame. |
StopMultiEye | Schedules a stop of stereo rendering on the ScriptableRenderContext. |
Submit | Submits all the scheduled commands to the rendering loop for execution. |
Static Methods
EmitGeometryForCamera | Emits UI geometry for rendering for the specified camera. |
EmitWorldGeometryForSceneView | Emits UI geometry into the Scene view for rendering. |
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CullingResults
Description
A struct containing the results of a culling operation.
In the Scriptable Render Pipeline, when Unity performs a culling operation, it stores the results in a CullingResults
struct. This data includes information about visible objects, lights, and reflection probes. Unity uses this data to render objects and process lights. A CullingResults
struct also provides several functions to aid shadow rendering.
To obtain a CullingResults
struct, call ScriptableRenderContext.Cull.
A CullingResults
struct is valid within the scope of a RenderPipeline.Render function; its data goes out of scope when the Render
function returns. You can use the same CullingResults
struct multiple times within the same render loop, and you can share a CullingResults
struct between multiple Cameras if you know that they can see the same objects. This can save on wasted CPU operations, and therefore improve performance.
This example demonstrates how to obtain a CullingResults
struct, and then pass it to ScriptableRenderContext.DrawRenderers.
using UnityEngine; using UnityEngine.Rendering; public class ExampleRenderPipeline : RenderPipeline { public ExampleRenderPipeline() { } protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { // Get the culling parameters from the current camera camera.TryGetCullingParameters(out var cullingParameters); // Schedule the cull operation that populates the CullingResults struct CullingResults cullingResults = context.Cull(ref cullingParameters); // Place code that schedules drawing operations using the CullingResults struct here // See ScriptableRenderContext.DrawRenderers for details and examples // … // Execute all of the scheduled operations, in order context.Submit(); } } }
Properties
lightAndReflectionProbeIndexCount | Gets the number of per-object light and reflection probe indices. |
lightIndexCount | Gets the number of per-object light indices. |
reflectionProbeIndexCount | Gets the number of per-object reflection probe indices. |
visibleLights | Array of visible lights. |
visibleOffscreenVertexLights | Off-screen lights that still affect visible vertices. |
visibleReflectionProbes | Array of visible reflection probes. |
Public Methods
ComputeDirectionalShadowMatricesAndCullingPrimitives | Calculates the view and projection matrices and shadow split data for a directional light. |
ComputePointShadowMatricesAndCullingPrimitives | Calculates the view and projection matrices and shadow split data for a point light. |
ComputeSpotShadowMatricesAndCullingPrimitives | Calculates the view and projection matrices and shadow split data for a spot light. |
FillLightAndReflectionProbeIndices | Fills a buffer with per-object light indices. |
GetLightIndexMap | If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. |
GetReflectionProbeIndexMap | If a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists. |
GetShadowCasterBounds | Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges. |
SetLightIndexMap | If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. |
SetReflectionProbeIndexMap | If a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists. |
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