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Packages/com.unity.render-pipelines.core/Documentation~/srp-callbacks-reference.md
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# Scriptable Render Pipeline callbacks reference | ||
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When working with SRP, use these to make Unity call your C# code at specific times. | ||
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* [RenderPipeline.Render](xref:UnityEngine.Rendering.RenderPipeline.Render(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) is the main entry point to the SRP. Unity calls this method automatically. If you are writing a custom render pipeline, this is where you begin to write your code. | ||
* The [RenderPipelineManager](xref:UnityEngine.Rendering.RenderPipelineManager) class has the following events that you can subscribe to, so that you can execute custom code at specific points in the render loop: | ||
* [beginFrameRendering](xref:UnityEngine.Rendering.RenderPipeline.BeginFrameRendering(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) - **Note:** This can generate garbage. Use `beginContextRendering` instead. | ||
* [endFrameRendering](xref:UnityEngine.Rendering.RenderPipeline.EndFrameRendering(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) - **Note:** This can generate garbage. Use `endContextRendering` instead. | ||
* [beginContextRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginContextRendering.html) | ||
* [endContextRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-endContextRendering.html) | ||
* [beginCameraRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginCameraRendering.html) | ||
* [endCameraRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-endCameraRendering.html) | ||
# Use Scriptable Render Pipeline callbacks | ||
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To make Unity call your C# code at specific times, use the following APIs. | ||
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To write your custom render pipeline code, use the [RenderPipeline.Render](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipeline.Render.html) API. This method is the main entry point to the SRP, and Unity calls it automatically. | ||
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To execute custom code at specific points in the render loop, subscribe to the following events in the [RenderPipelineManager](xref:UnityEngine.Rendering.RenderPipelineManager) class: | ||
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* [beginContextRendering](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginContextRendering.html) | ||
* [endContextRendering](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipelineManager-endContextRendering.html) | ||
* [beginCameraRendering](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginCameraRendering.html) | ||
* [endCameraRendering](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipelineManager-endCameraRendering.html) |
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Packages/com.unity.render-pipelines.core/Editor/Material/.buginfo
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area: Material | ||
area: Materials |
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Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/.buginfo
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area: Material | ||
area: Materials |
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Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadGroupAttribute.cs
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