Search Unity

Multiple Render Pipelines or manually create ScriptableRenderContext?

Discussion in 'General Graphics' started by Jovssen, May 1, 2019.

  1. Jovssen

    Jovssen

    Joined:
    Jun 3, 2016
    Posts:
    17
    I use HDRP, but for 2 certain shader effects I use another camera to render very simple opaque unlit unsorted single-pass geometry. I don't want any of the overhead of using HDRP for that, so can I override HDRP to use my own barebones pipeline for that camera? Or better yet is it possible to create a ScriptableRenderContext instance manually? I tried, but it seems to just crash the editor when I use it (it appears to have a native counterpart which I'm not sure how to create).
     
    Last edited: May 1, 2019