LWRPRenderingOverview - johnsietsma/ExtendingLWRP GitHub Wiki
DRAFT
DISCLAIMER: This is not official documentation. This is a feature in preview, this documentation may get out of date quickly! See the Home page for documentation links.
Rendering a Frame
- Set per-frame shader constants
- For each camera:
- Setup camera data; HDR, MSAA, shadow distance, render scale, depth texture required, stereo rendering, etc
- Set per-camera shader constants
- Cull objects; frustum, occlusion, layers, visible lights
- Setup render data from camera data; visible lights, rendering features, platform, quality settings
- Setup renderer. Default or custom. Allocate resources, queue render passes (shadow, depth, fwd opaque, custom, etc), configure pipeline state
- Execute passes
- Submit generated commands
LWRP Render Passes
The following render passes are used by the LWRP:
- AdditionalLightsShadowCasterPass
- BeginXRRenderingPass
- CopyColorPass
- CopyDepthPass
- CreateLightweightRenderTexturesPass
- DepthOnlyPass
- DrawSkyboxPass
- EndXRRenderingPass
- FinalBlitPass
- MainLightShadowCasterPass
- OpaquePostProcessPass
- RenderOpaqueForwardPass
- RenderTransparentForwardPass
- SceneViewDepthCopy
- ScreenSpaceShadowResolvePass
- ScriptableRenderPass
- SetupForwardRenderingPass
- SetupLightweightConstanstPass
- TransparentPostProcessPass