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Render Graph Viewer window reference for URP

Reference for the Render Graph Viewer window.
Read time 7 minutesLast updated 20 days ago

The Render Graph Viewer window displays the render graph for the current scene in the Universal Render Pipeline (URP).
For more information about the Render Graph Viewer window, refer to Analyze a render graph.

Toolbar

Control

Description

RefreshSelects whether to update the window automatically. The options are:
  • Auto Update: Updates the window automatically.
  • Pause: Doesn't update the window automatically.
Target SelectionSelects which project the window connects to. For more information, refer to View the render graph for a built project. The options are:
  • Editor: Connects to the project in the Unity Editor.
  • Local: Connects to a built project on the same device.
  • Remote: Connects to a built project on a different device.
  • Direct Connection: Connects to an application through an IP address.
CameraSelects the camera to display the rendering loop for.
Pass FilterSelects which render passes to display. For more information, refer to Pass Filter dropdown.
Resource FilterSelects which resources to display. For more information, refer to Resource Filter dropdown.
View OptionsSelects whether to display how the render pass stores and loads the resource in the main window.

Pass Filter dropdown

Control

Description

Culled PassesDisplays render passes that URP hasn't included in the render graph because they have no effect on the final image.
Raster PassesDisplays only raster render passes created using
renderGraph.AddRasterRenderPass
.
Unsafe PassesDisplays only render passes that use the
AddUnsafePass
API to use
CommandBuffer
interface APIs such as
SetRenderTarget
.
Compute PassesDisplays only compute render passes created using
renderGraph.AddComputePass
.

Resource Filter dropdown

Control

Description

Imported ResourcesDisplays only resources imported into the render graph using
ImportTexure
.
TexturesDisplays only textures.
BuffersDisplays only buffers.
Acceleration StructuresDisplays only acceleration structures used in compute render passes.

Main window

The main window is a timeline graph that displays the render passes in the render graph. It displays the following:
  • On the left, the list of resources the render passes use, in the order URP creates them.
  • At the top, the list of render passes, in the order URP executes them.
At the point where a render pass and a texture meet on the graph, a resource access block displays how the render pass uses the resource. The access block uses the following icons and colors:

Access block icon or color

Description

Dotted linesThe resource hasn't been created yet.
GreenThe render pass has read-only access to the resource. The render pass can read the resource.
RedThe render pass has write-only access to the resource. The render pass can write to the resource.
Green and redThe render pass has read-write access to the resource. The render pass can read from or write to the resource.
GrayThe render pass can't access the resource.
Globe iconThe render pass sets the texture as a global resource. If the globe icon has a gray background, the resource was imported into the render graph as a
TextureHandle
object, and the pass uses the
SetGlobalTextureAfterPass
API. Refer to Create a temporary texture for a single frame and Transfer a texture between render passes.
FThe render pass can read the resource from on-chip GPU memory. Refer to Get the current framebuffer from GPU memory in URP.
BlankThe resource has been deallocated in memory, so it no longer exists.
If you enable View Options > Load Store Actions, the access block displays triangles that represent how the render pass loads the resource (top-left) and stores the resource (bottom-right). The triangles use the following colors:

Triangle color

Load or store action

BlueClear
GreenLoad
RedStore
GrayDon't Care
Select an access block to display the resource in the Resource List and the render pass in the Pass Inspector List.

Render passes

Control

Description

Render pass nameThe name of the render pass. This name is set in the
AddRasterRenderPass
or
AddComputePass
method.
Merge barIf URP merged this pass with other passes, the Render Graph Viewer displays a blue bar below the merged passes.
Resource access overview barWhen you select a render pass name, the resource access overview bar displays information about the pass you selected and related passes. Hover your cursor over an overview block for more information. Select an overview block to open the C# file for the render pass.

Overview blocks use the following colors:
  • White: The selected pass.
  • Gray: The pass isn't related to the selected pass.
  • Blue: The pass reads from or writes to a resource the selected pass uses.
  • Flashing blue: The pass reads from or writes to a resource the selected pass uses, and can be merged with the current pass.
  • Yellow: Indicates graphics fences. The compute pass you selected waits for this render pass before it runs, or makes this render pass wait.
  • Black: Render graph culls the pass.

Resources

Property

Description

Resource typeThe type of the resource. Refer to the following screenshot.
Resource nameThe resource name.
Imported resourceDisplays a left-facing arrow if the resource is imported. Refer to Import a texture into the render graph system.

Render graph viewer icons

Icon

Description

Texture icon

A texture.

Acceleration structure icon

An acceleration structure.

Buffer icon

A buffer.

Resource List

Select a resource in the Resource List to expand or collapse information about the resource.
You can also use the Search bar to find a resource by name.

Property

Description

Resource nameThe resource name.
Imported resourceDisplays a left-facing arrow if the resource is imported.
SizeThe resource size in pixels.
FormatThe texture format. For more information about texture formats, refer to GraphicsFormat.
ClearDisplays True if URP clears the texture.
BindMSWhether the texture is bound as a multisampled texture. For more information about multisampled textures, refer to RenderTextureDescriptor.BindMS.
SamplesHow many times Multisample Anti-aliasing (MSAA) samples the texture. Refer to Anti-aliasing.
MemorylessDisplays True if the resource is stored in tile memory on mobile platforms that use tile-based deferred rendering (TBDR). For more information about TBDR, refer to Render graph system introduction.

Pass List

Select a render pass in the main window to display information about the render pass in the Pass List.
You can also use the Search bar to find a render pass by name.

Property

Description

Pass nameThe render pass name. If URP merged multiple passes, this property displays the names of all the merged passes.
Native Render Pass InfoDisplays information about whether URP created a native render pass for this render pass by merging multiple render passes. For more information about native render passes, refer to Introduction to the render graph system.
Pass break reasoningDisplays the reasons why URP could not merge this render pass with the next render pass.

Render Graph Pass Info

The Render Graph Pass Info section displays information about the render pass, and each of the resources it uses.
If URP merged multiple passes into this pass, the section displays information for each merged pass.

Property

Description

NameThe render pass name.
Attachment dimensionsThe size of a resource the render pass uses, in pixels. Displays 0x0x0 if the render pass doesn't use a resource.
Has depth attachmentWhether the resource has a depth texture.
MSAA samplesHow many times Multisample Anti-aliasing (MSAA) samples the texture. Refer to Anti-aliasing.
Async computeWhether the render pass accesses the resource using a compute shader.

Attachments Load/Store Actions

The Attachments Load/Store Actions section displays the resources the render pass uses. The section displays No attachments if the render pass doesn't use any resources.

Property

Description

NameThe resource name.
Load ActionThe load action for the resource. Refer to
RenderBufferLoadAction
.
Store ActionThe store action for the resource, and how URP uses the resource later in another render pass or outside the graph. Refer to
RenderBufferStoreAction
.

Additional resources