Unity - Scripting API: RenderPipelineManager
class in UnityEngine.Rendering
/
Implemented in:UnityEngine.CoreModule
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Description
Static class that manages the currently active Render Pipeline.
The RenderPipelineManager provides access to the currently active RenderPipeline instance. It also provides a way to subscribe to various events related to the life cycle of the Render Pipeline.
The following example illustrates how RenderPipelineManager can be used to check if a SRP is currently active.
Events
| Event | Description |
|---|---|
| activeRenderPipelineAssetChanged | Delegate that you can use to invoke custom code when the current RenderPipelineAsset between frames has changed. |
| activeRenderPipelineCreated | Delegate that you can use to invoke custom code right after RenderPipelineManager.currentPipeline is created. |
| activeRenderPipelineDisposed | Delegate that you can use to invoke custom code right before RenderPipelineManager.currentPipeline is disposed. |
| activeRenderPipelineTypeChanged | Delegate that you can use to invoke custom code when Unity changes the active render pipeline, and the new RenderPipeline has a different type to the old one. |
| beginCameraRendering | Delegate that you can use to invoke custom code before Unity renders an individual Camera. |
| beginContextRendering | Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. |
| beginFrameRendering | Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. |
| endCameraRendering | Delegate that you can use to invoke custom code after Unity renders an individual Camera. |
| endContextRendering | Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. |
| endFrameRendering | Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. |