Scripting API

RenderGraph

class in UnityEngine.Rendering.RenderGraphModule · Unity.RenderPipelines.Core.Runtime

Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix

A frame's render graph, recorded as Unity's is: textures (the camera's own, imported, and ones passes create) and raster passes reading and writing them. Passes run in order once recording ends, into command buffers whose draws the engine executes.

Constructors 1

RenderGraph(string name = "RenderGraph")

Properties 1

string name { get; }

Methods 5

IRasterRenderGraphBuilder AddRasterRenderPass<PassData>(string passName, out PassData passData, [CallerFilePath] string file = "", [CallerLineNumber] int line = 0)
IRasterRenderGraphBuilder AddRasterRenderPass<PassData>(string passName, out PassData passData, ProfilingSampler sampler, [CallerFilePath] string file = "", [CallerLineNumber] int line = 0)
TextureHandle CreateTexture(in TextureDesc desc)
TextureHandle CreateTexture(TextureHandle texture)
TextureHandle CreateTexture(TextureHandle texture, string name, bool clear = false)
void CreateTextureIfInvalid(in TextureDesc desc, ref TextureHandle texture)
TextureDesc GetTextureDesc(in TextureHandle texture)
TextureHandle ImportTexture(RTHandle rt)