Universal Render Pipeline
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最后更新于
这有帮助吗?
UniversalRenderPipeline
RenderSingleCamera
renderer.AddRenderPasses (ScriptableRenderer)
rendererFeatures[i].AddRenderPasses
renderer.EnqueuePass
remove invalid pass
renderer.Setup (SRP) => null
renderer.Setup (UniversalRenderer)
pass change fields
renderer.EnqueuePass
renderer.Execute(UniversalRenderer) => null
renderer.Execute (ScriptableRenderer)
SetupRenderPasses
rendererFeatures[i].SetupRenderPasses
ExecuteBlock
ExecuteRenderPass(m_ActiveRenderPassQueue)
DoRenderLoop
UniversalRenderTotal
RenderCameraStack
Begin Camera Rendering
Update VolumeFramework
InitializeCameraData
InitializeAdditionalCameraData
RenderSingleCamera : Main Camera
SetupCullingParamters
SetupPerCameraShaderConstants
CullScriptable
InitalizeRenderingData
Setup
URP Asset Renderer Execute
Submit
Overlay camera
End Camera Rendering
RenderCameraStack