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Write a Scriptable Render Pass in Compatibility Mode in URP

An example of creating a Scriptable Render Pass in Compatibility Mode.
Read time 2 minutesLast updated a month ago

Note
Unity no longer develops or improves the rendering path that doesn't use the render graph API. Use the render graph API instead when developing new graphics features. To use the instructions on this page, enable Compatibility Mode (Render Graph Disabled) in URP graphics settings (
Project Settings

?

> Graphics).
To create a Scriptable Render Pass in the Universal Render Pipeline (URP), follow these steps:
  1. Create a C# script that inherits the
    ScriptableRenderPass
    class. For example:
    using UnityEngine.Rendering;using UnityEngine.Rendering.Universal;public class ExampleRenderPass : ScriptableRenderPass{}
  2. In the class, add variables for the materials and textures you use in the render pass.
    For example, the following code sets up a handle to a texture, and a descriptor to configure the texture.
    private RTHandle textureHandle;private RenderTextureDescriptor textureDescriptor;
  3. Override the
    Configure
    method to set up the render pass. Unity calls this method before executing the render pass.
    For example:
    public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor){ //Set the texture size to be the same as the camera target size. textureDescriptor.width = cameraTextureDescriptor.width; textureDescriptor.height = cameraTextureDescriptor.height; //Check if the descriptor has changed, and reallocate the texture handle if necessary. RenderingUtils.ReAllocateIfNeeded(ref textureHandle, textureDescriptor);}
  4. Override the
    Execute
    method with your rendering commands. Unity calls this method every frame, once for each camera.
    For example:
    public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData){ // Get a CommandBuffer from pool CommandBuffer cmd = CommandBufferPool.Get(); // Add rendering commands to the CommandBuffer ... // Execute the command buffer and release it back to the pool context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd);}

Inject a render pass into the render loop

To inject a render pass into the render loop in Compatibility Mode, refer to the following:

Additional resources