Use the ScriptableRenderFeature
API to insert a Scriptable Render Pass into the Universal Render Pipeline (URP) frame rendering loop.
Follow these steps:
Create a new C# script.
Replace the code with a class that inherits from the ScriptableRendererFeature
class.
using UnityEngine;
using UnityEngine.Rendering.Universal;
public class MyRendererFeature : ScriptableRendererFeature
{
}
In the class, override the Create
method. For example:
public override void Create()
{
}
URP calls the Create
methods on the following events:
In the Create
method, create an instance of your Scriptable Render Pass, and inject it into the renderer.
For example, if you have a Scriptable Render Pass called RedTintRenderPass
:
// Define an instance of the Scriptable Render Pass
private RedTintRenderPass redTintRenderPass;
public override void Create()
{
// Create an instance of the Scriptable Render Pass
redTintRenderPass = new RedTintRenderPass();
// Inject the render pass after rendering the skybox
redTintRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
}
Override the AddRenderPasses
method.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
}
URP calls the AddRenderPasses
method every frame, once for each camera.
Use the EnqueuePass
API to inject the Scriptable Render Pass into the frame rendering loop.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(redTintRenderPass);
}
You can now add the Scriptable Renderer Feature to the active URP asset. Refer to How to add a Renderer Feature to a Renderer for more information.
The following is the complete example code of a Scriptable Renderer Feature, using a Scriptable Render Pass called RedTintRenderPass
.
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class MyRendererFeature : ScriptableRendererFeature
{
private RedTintRenderPass redTintRenderPass;
public override void Create()
{
redTintRenderPass = new RedTintRenderPass();
redTintRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(redTintRenderPass);
}
}