# ProcessRenderRequests<RequestData>(ScriptableRenderContext, Camera, RequestData)

> Executes RenderRequests submitted using SubmitRenderRequests.

## Definition

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

## ProcessRenderRequests\<T>(ScriptableRenderContext, Camera, T)

```csharp
protected virtual void ProcessRenderRequests<RequestData>(ScriptableRenderContext context, Camera camera, RequestData renderRequest)
```

### Parameters

**** (\[ScriptableRenderContext]\(/engine/6000.0/script-reference/unityengine/rendering/scriptablerendercontext)): **** (\[Camera]\(/engine/6000.0/script-reference/unityengine/camera)): **** (T):&#x20;

### Remarks

Unity calls this method when the user calls SubmitRenderRequests.

If the active `RenderPipeline` implements this method, Unity updates the [RenderTexture](/engine/6000.0/script-reference/unityengine/rendertexture.md) assigned to the `results` property of each [RenderRequest](/engine/6000.0/script-reference/unityengine/camera/renderrequest.md) with the requested data.

If the active `RenderPipeline` does not implement this method, Unity does nothing; it performs a no-op, and every [RenderRequests](/engine/6000.0/script-reference/unityengine/camera/renderrequest.md) remains in the same state.

If you are creating a custom Scriptable Render Pipeline you must ensure that you implement this method as described, or do not implement it.

Additional Resources: [RenderPipeline.SupportsRenderRequest](/engine/6000.0/script-reference/unityengine/rendering/renderpipeline/supportsrenderrequest.md), [RenderPipeline.SubmitRenderRequest](/engine/6000.0/script-reference/unityengine/rendering/renderpipeline/submitrenderrequest.md).
