9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
46 lines
3.5 KiB
Markdown
46 lines
3.5 KiB
Markdown
# Rendering in the Universal Render Pipeline
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The Universal Render Pipeline (URP) renders Scenes using the following components:
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- URP Renderer. URP contains the following Renderers:
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- [Universal Renderer](urp-universal-renderer.md).
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- [2D Renderer](Setup.md#2d-renderer-setup).
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- [Shading models](shading-model.md) for shaders shipped with URP
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- Camera
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- [URP Asset](universalrp-asset.md)
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The following illustration shows the frame rendering loop of the URP Universal Renderer.
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![URP Universal Renderer, Forward Rendering Path](Images/Graphics/Rendering_Flowchart.png)
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When the [render pipeline is active in Graphics Settings](InstallURPIntoAProject.md), Unity uses URP to render all Cameras in your Project, including game and Scene view cameras, Reflection Probes, and the preview windows in your Inspectors.
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The URP renderer executes a Camera loop for each Camera, which performs the following steps:
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1. Culls rendered objects in your Scene
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2. Builds data for the renderer
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3. Executes a renderer that outputs an image to the framebuffer.
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For more information about each step, see [Camera loop](#camera-loop).
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In the [RenderPipelineManager](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager.html) class, URP provides events that you can use to execute code before and after rendering a frame, and before and after rendering each Camera loop. The events are:
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* [beginCameraRendering](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager-beginCameraRendering.html)
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* [beginFrameRendering](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager-beginFrameRendering.html)
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* [endCameraRendering](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager-endCameraRendering.html)
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* [endFrameRendering](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager-endFrameRendering.html)
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For the example of how to use the beginCameraRendering event, see the page [Using the beginCameraRendering event](using-begincamerarendering.md).
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## Camera loop
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The Camera loop performs the following steps:
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| Step | Description |
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| ---------------------------- | ------------------------------------------------------------ |
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| __Setup Culling Parameters__ | Configures parameters that determine how the culling system culls Lights and shadows. You can override this part of the render pipeline with a custom renderer. |
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| __Culling__ | Uses the culling parameters from the previous step to compute a list of visible renderers, shadow casters, and Lights that are visible to the Camera. Culling parameters and Camera [layer distances](https://docs.unity3d.com/ScriptReference/Camera-layerCullDistances.html) affect culling and rendering performance. |
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| __Build Rendering Data__ | Catches information based on the culling output, quality settings from the [URP Asset](universalrp-asset.md), [Camera](cameras.md), and the current running platform to build the `RenderingData`. The rendering data tells the renderer the amount of rendering work and quality required for the Camera and the currently chosen platform. |
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| __Setup Renderer__ | Builds a list of render passes, and queues them for execution according to the rendering data. You can override this part of the render pipeline with a custom renderer. |
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| __Execute Renderer__ | Executes each render pass in the queue. The renderer outputs the Camera image to the framebuffer. |
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