Migrating to Render Graph: Understanding the Render Graph Samples - Part 2
This video continues the exploration of URP Render Graph samples, focusing on advanced data passing, compute shaders, and GBuffer management.
The Render Graph video series provides an introductory walkthrough of the Render Graph API in Unity’s Universal Render Pipeline (URP) using the Render Graph samples. Render Graph, introduced in Unity 6, is a programming interface designed to manage GPU resources and rendering passes efficiently, replacing the older scriptable render passes.
🔗 Continue learning about the Render Graph system:
Discussions:
➡️ The Render Graph viewer: https://on.unity.com/RGViewer
➡️ Understanding the Render Graph Samples: https://on.unity.com/RGSamples
Stages of rendering a frame in URP infographic: https://on.unity.com/URPInfographic
Render graph samples - part 1: https://on.unity.com/RenderGraphPart1
YouTube Tutorials:
➡️ Introduction to Render Graph in Unity 6: https://on.unity.com/IntroRenderGraph
➡️ Understanding URP and essentials - https://on.unity.com/URPEssentials
E-books:
➡️ Introduction to URP for advanced Unity creators (Unity 6 ed.): https://on.unity.com/AdvancedURP_Ebook
➡️ Create popular shaders and visual effects with the Universal Render Pipeline (Unity 6 ed.): https://on.unity.com/Ebook_shadersURP
Walkthrough Timestamps:
00:07 - Blit with Frame Data
02:02 - Texture Reference with Frame Data
04:56 - Compute Shaders in Render Graph
07:14 - Renderer List
09:29 - Culling: Accessing culling results manually
10:23 - Unsafe Pass: Handling blits when source and target dimensions differ
11:45 - Multiple Render Targets (MRT): Outputting multiple buffers, such as color and normals, in a single pass
13:06 - GBuffer Visualization: Accessing non-global GBuffer components for debugging
14:50 - Global GBuffers: Promoting local textures to global scope
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Migrating to Render Graph: Understanding the Render Graph Samples - Part 2



