Inject a render pass using the RenderPipelineManager API in URP
Use the RenderPipelineManager API to insert a custom render pass into the rendering pipeline.
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To inject a custom render pass into the rendering loop in the Universal Rendering Pipeline (URP), subscribe to one of the events in the RenderPipelineManager API and use the API.
EnqueuePassFor example, you can render extra cameras to render textures, and use those textures for effects like planar reflections or surveillance camera views.
If you want to apply a render pass across multiple cameras, scenes, or across your entire project, the recommended best practice is to use a Scriptable Renderer Feature instead. For more information, refer to Inject a custom render pass using a Scriptable Renderer Feature.
Follow these steps to use the API:
RenderPipelineManager-
Attach a newscript to a GameObject, then create an instance of a custom render pass. For example:
MonoBehaviourpublic class InjectPass : MonoBehaviour{ // Declare a custom render pass private ExampleRenderPass exampleRenderPass; private void OnEnable() { // Create the custom render pass exampleRenderPass = new ExampleRenderPass(settings); }}For more information about writing a render pass, refer to Write a render pass using the render graph system. -
Subscribe a method to one of the events in theAPI. For example:
RenderPipelineManagerprivate void OnEnable() { ... // Call the InjectRenderPass method when the beginCameraRendering event is raised. RenderPipelineManager.beginCameraRendering += InjectRenderPass; } -
In the subscribed method, use theAPI method to inject a custom render pass into the URP rendering loop.
EnqueuePasspublic class InjectPass : MonoBehaviour{ ... // Add the method that Unity calls after the beginCameraRendering event is raised. // The method must accept the ScriptableRenderContext and Camera parameters the event delegate defines. private void InjectRenderPass(ScriptableRenderContext context, Camera cam) { ... // Use the EnqueuePass API to inject the custom render pass. cam.GetUniversalAdditionalCameraData().scriptableRenderer.EnqueuePass(exampleRenderPass); }} -
Unsubscribe from the event in themethod. For example:
OnDisablepublic class InjectPass : MonoBehaviour{ ... private void OnDisable() { RenderPipelineManager.beginCameraRendering -= InjectRenderPass; }}