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Example for adding custom render passes via renderer features for lightweight render pipeline (LWRP)
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.LWRP;
// Inheriting from `ScriptableRendererFeature` will add it to the
// `Renderer Features` list of the custom LWRP renderer data asset.
public class RenderMyCustomPass : ScriptableRendererFeature
private class MyCustomPass : ScriptableRenderPass
// Just a tag used to pick up a buffer from the pool.
private const string commandBufferName = nameof(MyCustomPass);
// Corresponds to `Tags { "LightMode" = "MyCustomPass" }` in the shaders.
// You have to add this tag for the corresponding shaders to associate them with this pass.
private static readonly ShaderTagId shaderTag = new ShaderTagId(nameof(MyCustomPass));
// An arbitrary name to store temporary render texture.
private static readonly int tempRTPropertyId = Shader.PropertyToID("_TempRT");
// Name of the grab texture used in the shaders.
private static readonly int grabTexturePropertyId = Shader.PropertyToID("_MyGrabTexture");
public MyCustomPass ()
renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData)
// Grab screen texture and assign it to a global texture property.
var cmd = CommandBufferPool.Get(commandBufferName);
cmd.GetTemporaryRT(tempRTPropertyId, renderingData.cameraData.cameraTargetDescriptor);
cmd.Blit(BuiltinRenderTextureType.CameraTarget, tempRTPropertyId);
cmd.SetGlobalTexture(grabTexturePropertyId, tempRTPropertyId);
// Draw the objects that are using materials associated with this pass.
var drawingSettings = CreateDrawingSettings(shaderTag, ref renderingData, SortingCriteria.CommonTransparent);
var filteringSettings = new FilteringSettings(RenderQueueRange.transparent);
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings);
public override void FrameCleanup (CommandBuffer cmd)
private MyCustomPass grabScreenPass;
public override void Create ()
grabScreenPass = new MyCustomPass();
public override void AddRenderPasses (ScriptableRenderer renderer, ref RenderingData renderingData)

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Owner Author

Elringus commented May 28, 2019

How to use

  1. Drop the script to the project;
  2. Create ForwardRendererData asset with Create -> Rendering -> Lightweight Render Pipeline -> Forward Renderer;
  3. Select the created asset and add our custom renderer feature:
  4. Override the renderer type used in LWRP asset with the created ForwardRendererData asset :
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