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Unity Engine


Use the CommandBuffer interface in a render graph

Use CommandBuffer interface APIs such as SetRenderTarget in render graph system render passes.
Read time 3 minutesLast updated a month ago

You can use the render graph
AddUnsafePass
API to use CommandBuffer interface APIs such as
SetRenderTarget
in render graph system render passes.
The
AddUnsafePass
API gives access to the UnsafeCommandBuffer, which gives access to more
CommandBuffer
functions than the RasterCommandBuffer API.
Note
Both
AddUnsafePass
and
RasterCommandBuffer
restrict access to certain
commandBuffer
functions so that
RenderGraph
can better optimize the frame. The most important function
UnsafeCommandbuffer
gives you access to is
SetRenderTarget
.
If you use the
AddUnsafePass
API, the following applies:
  • You can't use the
    SetRenderAttachment
    method in the
    RecordRenderGraph
    method. Use
    SetRenderTarget
    in the
    SetRenderFunc
    method instead.
  • Rendering might be slower because the render graph system can't optimize the render pass. For example, if your render pass writes to the active color buffer, the render graph system can't detect if a later render pass writes to the same buffer. As a result, the render graph system can't merge the two render passes, and the GPU unnecessarily transfers the buffer in and out of memory.

Create an unsafe render pass

To create an unsafe render pass, follow these steps:
  1. In your
    RecordRenderGraph
    method, use the
    AddUnsafePass
    method instead of the
    AddRasterRenderPass
    method.
    For example:
    using (var builder = renderGraph.AddUnsafePass<PassData>("My unsafe render pass", out var passData))
  2. When you call the
    SetRenderFunc
    method, use the
    UnsafeGraphContext
    type instead of
    RasterGraphContext
    .
    For example:
    builder.SetRenderFunc( static (PassData passData, UnsafeGraphContext context) => ExecutePass(passData, context));
  3. If your render pass writes to a texture, add the texture as a field in your pass data class.
    For example:
    class PassData{ public TextureHandle textureToWriteTo;}
  4. If your render pass writes to a texture, set the texture as writeable using the
    UseTexture
    method.
    For example:
    builder.UseTexture(passData.textureToWriteTo, AccessFlags.Write);
You can now use CommandBuffer interface APIs in your
SetRenderFunc
method.

Example

The following example uses the CommandBuffer interface
SetRenderTarget
API to set the render target to the active color buffer during the render pass, then draw objects using their surface normals as colors.
using UnityEngine;using UnityEngine.Rendering.RenderGraphModule;using UnityEngine.Rendering;using UnityEngine.Rendering.Universal;public class DrawNormalsToActiveColorTexture : ScriptableRendererFeature{ DrawNormalsPass unsafePass; public override void Create() { unsafePass = new DrawNormalsPass(); unsafePass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { renderer.EnqueuePass(unsafePass); } class DrawNormalsPass : ScriptableRenderPass { class PassData { public TextureHandle activeColorBuffer; public TextureHandle cameraNormalsTexture; } public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext) { using (var builder = renderGraph.AddUnsafePass<PassData>("Draw normals", out var passData)) { // Make sure URP generates the normals texture ConfigureInput(ScriptableRenderPassInput.Normal); // Get the frame data UniversalResourceData resourceData = frameContext.Get<UniversalResourceData>(); // Add the active color buffer to our pass data, and set it as writeable passData.activeColorBuffer = resourceData.activeColorTexture; builder.UseTexture(passData.activeColorBuffer, AccessFlags.Write); // Add the camera normals texture to our pass data passData.cameraNormalsTexture = resourceData.cameraNormalsTexture; builder.UseTexture(passData.cameraNormalsTexture); // Make sure the render graph system keeps the render pass, even if it's not used in the final frame. // Don't use this in production code, because it prevents the render graph system from removing the render pass if it's not needed. builder.AllowPassCulling(false); builder.SetRenderFunc(static (PassData data, UnsafeGraphContext context) => ExecutePass(data, context)); } } static void ExecutePass(PassData passData, UnsafeGraphContext context) { // Create a command buffer for a list of rendering methods CommandBuffer unsafeCommandBuffer = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); // Add a command to set the render target to the active color buffer so URP draws to it context.cmd.SetRenderTarget(passData.activeColorBuffer); // Add a command to copy the camera normals texture to the render target Blitter.BlitTexture(unsafeCommandBuffer, passData.cameraNormalsTexture, new Vector4(1, 1, 0, 0), 0, false); } }}
For another example, refer to the example called UnsafePass in the Universal Render Pipeline (URP) package samples.