# SubmitRenderRequest<RequestData>(RequestData)

> Submit a renderRequest.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## SubmitRenderRequest\<T>(T)

```csharp
public void SubmitRenderRequest<RequestData>(RequestData renderRequest)
```

### Parameters

**** (T): RequestData.

### Remarks

Call this method via SubmitRenderRequest. Use SupportsRenderRequest to check if the active render pipeline supports the `RequestData` type you selected.

The UniversalRenderPipeline supports:

* StandardRequest, which renders a full URP camera stack and outputs the result to the given target. You can only call this request on Base Cameras.
* UniversalRenderPipeline.SingleCameraRequest, which renders a single URP camera and outputs the result to the given target.

The HDRenderPipeline supports StandardRequest, which renders a single HDRP camera without [Arbitrary Output Variables](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/AOVs.html) (AOVs) and outputs the result to the given target. It uses a separate camera history from the render loop, to ensure temporal effects are consistent.

Refer to [Render requests](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/manual/User-Render-Requests.html) for more information about render requests in scriptable render pipelines (SRPs).
