# StartMultiEye

> Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/6000.6/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

## StartMultiEye(Camera)

Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext.

```csharp
public void StartMultiEye(Camera camera)
```

### Parameters

**** (\[Camera]\(/engine/6000.6/script-reference/unityengine/camera)): Camera to enable stereo rendering on.

### Remarks

Activates stereo rendering on the [ScriptableRenderContext](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext.md) and `camera`.  When used in conjunction with [ScriptableRenderContext.StopMultiEye](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/stopmultieye.md), these APIs provide fine-grained control of which draw calls are multi-plexed for stereo purposes.  For example, you would wrap your opaque and transparent passes with [ScriptableRenderContext.StartMultiEye](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/startmultieye.md) and [ScriptableRenderContext.StopMultiEye](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/stopmultieye.md), but you could exclude your shadow rendering.

Note that only draws are affected by this API.  Compute work is not automatically adjusted for stereo, therefore, per-eye compute work must be manually generated.

Additional Resources: [ScriptableRenderContext.StopMultiEye](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/stopmultieye.md), [ScriptableRenderContext.SetupCameraProperties](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/setupcameraproperties.md), [ScriptableRenderContext.StereoEndRender](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/stereoendrender.md), GetCullingParameters.

## StartMultiEye(Camera, int)

Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext.

```csharp
public void StartMultiEye(Camera camera, int eye)
```

### Parameters

**** (\[Camera]\(/engine/6000.6/script-reference/unityengine/camera)): Camera to enable stereo rendering on.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The current eye to be rendered.

### Remarks

Activates stereo rendering on the [ScriptableRenderContext](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext.md) and `camera`.  When used in conjunction with [ScriptableRenderContext.StopMultiEye](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/stopmultieye.md), these APIs provide fine-grained control of which draw calls are multi-plexed for stereo purposes.  For example, you would wrap your opaque and transparent passes with [ScriptableRenderContext.StartMultiEye](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/startmultieye.md) and [ScriptableRenderContext.StopMultiEye](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/stopmultieye.md), but you could exclude your shadow rendering.

Note that only draws are affected by this API.  Compute work is not automatically adjusted for stereo, therefore, per-eye compute work must be manually generated.

Additional Resources: [ScriptableRenderContext.StopMultiEye](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/stopmultieye.md), [ScriptableRenderContext.SetupCameraProperties](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/setupcameraproperties.md), [ScriptableRenderContext.StereoEndRender](/engine/6000.6/script-reference/unityengine/rendering/scriptablerendercontext/stereoendrender.md), GetCullingParameters.
