使用此方法调用的委托来实现 RenderPipeline.Render 开始时的功能。
在通用渲染管线 (URP) 和高清渲染管线 (HDRP) 中,Unity 会在 RenderPipeline.Render 开始时自动调用此方法。如果您正在编写自定义的可脚本化渲染管线,您可以在同一位置自己调用此方法。此功能与内置渲染管线不兼容。
此方法调用的委托的工作方式相同,只是 RenderPipelineManager.beginFrameRendering 会导致堆分配,而 RenderPipelineManager.beginContextRendering 不会。因此,您应该使用 RenderPipelineManager.beginContextRendering 以避免不必要的堆分配和垃圾回收。
此方法替换了 RenderPipeline.BeginFrameRendering。它执行该方法的所有操作,并且还会调用 RenderPipelineManager.beginContextRendering 委托。如果您正在编写自定义的可脚本化渲染管线,请使用此方法而不是 RenderPipeline.BeginFrameRendering。
以下代码示例演示了如果您正在创建自定义的可脚本化渲染管线,在哪里调用此方法
using UnityEngine; using UnityEngine.Rendering; using System.Collections.Generic;
public class ExampleRenderPipelineInstance : RenderPipeline { public ExampleRenderPipelineInstance() { }
override protected void Render(ScriptableRenderContext context, List<Camera> cameras) { // Call the RenderPipelineManager.beginContextRendering and RenderPipelineManager.beginFrameRendering delegates BeginContextRendering(context, cameras);
// Put the rest of your Render method code here }
// Older version of the Render function that can generate garbage, needed for backwards compatibility override protected void Render(ScriptableRenderContext context, Camera[] cameras) { } }
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