12 lines
1.7 KiB
Markdown
12 lines
1.7 KiB
Markdown
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# Scriptable Render Pipeline callbacks reference
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When working with SRP, use these to make Unity call your C# code at specific times.
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* [RenderPipeline.Render](xref:UnityEngine.Rendering.RenderPipeline.Render(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) is the main entry point to the SRP. Unity calls this method automatically. If you are writing a custom render pipeline, this is where you begin to write your code.
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* The [RenderPipelineManager](xref:UnityEngine.Rendering.RenderPipelineManager) class has the following events that you can subscribe to, so that you can execute custom code at specific points in the render loop:
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* [beginFrameRendering](xref:UnityEngine.Rendering.RenderPipeline.BeginFrameRendering(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) - **Note:** This can generate garbage. Use `beginContextRendering` instead.
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* [endFrameRendering](xref:UnityEngine.Rendering.RenderPipeline.EndFrameRendering(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) - **Note:** This can generate garbage. Use `endContextRendering` instead.
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* [beginContextRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginContextRendering.html)
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* [endContextRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-endContextRendering.html)
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* [beginCameraRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginCameraRendering.html)
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* [endCameraRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-endCameraRendering.html)
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