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Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md
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If your project uses the Universal Render Pipeline (URP) or the High-Definition Render Pipeline (HDRP), refer to the following pages:
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-[Add controls to the Rendering Debugger in URP](https://docs.unity3d.com/Packages/[email protected]/manual/features/rendering-debugger-add-controls.html)
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-[Add controls to the Rendering Debugger in URP](https://docs.unity3d.com/Manual/urp/features/rendering-debugger-add-controls.html)
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-[Add controls to the Rendering Debugger in HDRP](https://docs.unity3d.com/Packages/[email protected]/manual/Rendering-Debugger-Add-Controls.html)
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.core/Documentation~/TableOfContents.md
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*[What's new](whats-new.md)
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*[12](whats-new-12.md)
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*[13](whats-new-13.md)
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*[17](whats-new-17.md)
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*[Creating a custom render pipeline](srp-custom.md)
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*[Create a custom Scriptable Render Pipeline](srp-custom-getting-started.md)
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*[Create a Render Pipeline Asset and Render Pipeline Instance in a custom render pipeline](srp-creating-render-pipeline-asset-and-render-pipeline-instance.md)
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md
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`RenderPipeline.StandardRequest` renders the following:
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* A full stack of cameras in the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) (URP).
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* A full stack of cameras in the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) (URP).
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* A single camera in the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html) (HDRP).
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The following code sample gets the output of the scriptable render pipeline when you select a GUI button. Attach the script to a camera and select **Enter Play Mode**.
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## Other useful information
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* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/[email protected]/manual/User-Render-Requests.html).
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* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Manual/urp/User-Render-Requests.html).
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.core/Documentation~/in-loop-render-requests.md
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Attach the provided script to a GameObject with a Camera component to nest multiple cameras, that are rendering with [RenderPipeline.SubmitRenderRequest](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipeline.SubmitRenderRequest.html), inside the render loop of other cameras.
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**Note**: If your project uses the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) (URP), the recommended best practice is to use [UniversalRenderPipeline.SingleCameraRequest](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/api/UnityEngine.Rendering.Universal.UniversalRenderPipeline.SingleCameraRequest.html) instead of [StandardRequest](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipeline.StandardRequest.html), to make sure you only render the camera provided to the `RenderRequest` API instead of the full stack of cameras.
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**Note**: If your project uses the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) (URP), the recommended best practice is to use [UniversalRenderPipeline.SingleCameraRequest](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.2/api/UnityEngine.Rendering.Universal.UniversalRenderPipeline.SingleCameraRequest.html) instead of [StandardRequest](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipeline.StandardRequest.html), to make sure you only render the camera provided to the `RenderRequest` API instead of the full stack of cameras.
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.core/Documentation~/index.md
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If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.
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For more information on SRP, including a guide to getting started with a custom SRP, see the [SRP documentation](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). For more information on Unity's prebuilt SRPs, see the [Universal Render Pipeline (URP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest), or the [High Definition Render Pipeline (HDRP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest).
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For more information on SRP, including a guide to getting started with a custom SRP, see the [SRP documentation](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). For more information on Unity's prebuilt SRPs, see the [Universal Render Pipeline (URP) documentation](https://docs.unity3d.com/Manual/urp/urp-introduction.html), or the [High Definition Render Pipeline (HDRP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest).
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.core/Documentation~/whats-new-17.md
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# What's new in SRP Core version 17 / Unity 6
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# What's new in SRP Core 17.1 / Unity 6.1
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The following are the new features and improvements added to the SRP Core package 17.1, embedded Unity 6.1.
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This page contains an overview of new features, improvements, and issues resolved in version 17 of the Scriptable Render Pipeline (SRP) Core package, embedded in Unity 6.
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## Added
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### Disable pass merging in the render graph system
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Added a render graph debug setting that allows you to temporarily disable pass merging to isolate issues or investigate performance changes.
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### New variable rate shading (VRS) API
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You can use the new variable rate shading (VRS) API to control the shading rate of Scriptable Renderer Features, and balance between GPU performance and image quality. This API is supported on DirectX 12, Vulkan, and compatible consoles.
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VRS is also known as fragment shading rate, and is a technique which allows you to decouple the rasterization and pixel shading rate. VRS can vary the shading rate across the screen space by using a shading rate image, which encodes the shading rates for different regions of the screen at different rates. When setting a lower shading rate, the pixel shader will execute at a lower frequency, which can drastically improve GPU performance.
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For more information about VRS, refer to the [Optimize Renderer Features with Variable Rate Shading in Unity 6.1](https://discussions.unity.com/t/optimize-renderer-features-with-variable-rate-shading-in-unity-6-1/1605893/1) Unity Discussions page.
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## What's new in SRP Core version 17.0 / Unity 6.0
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The following is an overview of new features, improvements, and issues resolved in version 17 of the Scriptable Render Pipeline (SRP) Core package, embedded in Unity 6.
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