RenderPipelineManager
Static class that manages the currently active Render Pipeline.
Read time 1 minuteLast updated 3 days ago
Definition
- Type: Class
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
public static class RenderPipelineManager
Remarks
The RenderPipelineManager provides access to the currently active RenderPipeline instance. It also provides a way to subscribe to various events related to the life cycle of the Render Pipeline.
The following example illustrates how RenderPipelineManager can be used to check if a SRP is currently active.
using UnityEngine;using UnityEngine.Rendering;public class RenderPipelineManagerExample : MonoBehaviour{ public void Update() { if (RenderPipelineManager.currentPipeline != null) { Debug.Log("A scriptable render pipeline is active"); } else { Debug.Log("Built-in render pipeline is active"); } }}
Additional Resources: How to get, set, and configure the active render pipeline.
Static Properties
Property | Description |
|---|---|
| currentPipeline | Returns the active RenderPipeline. |
| pipelineSwitchCompleted | Indicate when Render Pipeline switch is in progress. |
Static Events
Member | Description |
|---|---|
| activeRenderPipelineAssetChanged | Delegate that you can use to invoke custom code when the current RenderPipelineAsset between frames has changed. |
| activeRenderPipelineCreated | Delegate that you can use to invoke custom code right after RenderPipelineManager.currentPipeline is created. |
| activeRenderPipelineDisposed | Delegate that you can use to invoke custom code right before RenderPipelineManager.currentPipeline is disposed. |
| activeRenderPipelineTypeChanged | Delegate that you can use to invoke custom code when Unity changes the active render pipeline, and the new RenderPipeline has a different type to the old one. |
| beginCameraRendering | Delegate that you can use to invoke custom code before Unity renders an individual Camera. |
| beginContextRendering | Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. |
| endCameraRendering | Delegate that you can use to invoke custom code after Unity renders an individual Camera. |
| endContextRendering | Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. |