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Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.core/Documentation~/render-graph-writing-a-render-pipeline.md
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@@ -7,6 +7,7 @@ This page covers the process of how to use the RenderGraph API to write a render
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To begin, your render pipeline needs to maintain at least one instance of [RenderGraph](../api/UnityEngine.Rendering.RenderGraphModule.RenderGraph.html). This is the main entry point for the API. You can use more than one instance of a render graph, but be aware that Unity does not share resources across `RenderGraph` instances so for optimal memory usage, only use one instance.
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```c#
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usingUnityEngine.Rendering;
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usingUnityEngine.Rendering.RenderGraphModule;
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publicclassMyRenderPipeline : RenderPipeline
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Copy file name to clipboardexpand all lines: Packages/com.unity.render-pipelines.core/Editor/Settings/PropertyDrawers/DefaultVolumeProfileSettingsPropertyDrawer.cs
thrownewException($"Maximum '{ResourcesData.MaxReaders}' passes can use a single graph output as input. Pass {passName} is trying to read {resourceName}.");
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thrownewException($"Maximum '{ctx.resources.MaxReaders}' passes can use a single graph output as input. Pass {passName} is trying to read {resourceName}.");
publicNativeList<ResourceUnversionedData>[]unversionedData;// Flattened fixed size array storing info per resource id shared between all versions.
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publicNativeList<ResourceVersionedData>[]versionedData;// Flattened fixed size array storing up to MaxVersions versions per resource id.
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publicNativeList<ResourceReaderData>[]readerData;// Flattened fixed size array storing up to MaxReaders per resource id per version.
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publicconstintMaxVersions=20;// A quite arbitrary limit should be enough for most graphs. Increasing it shouldn't be a problem but will use more memory as these lists use a fixed size upfront allocation.
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publicconstintMaxReaders=100;// A quite arbitrary limit should be enough for most graphs. Increasing it shouldn't be a problem but will use more memory as these lists use a fixed size upfront allocation.
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