A walkthrough of Unity's URP Render Graph API samples, covering why Render Graph was introduced to replace scriptable render passes, and how to work with three core samples: basic blit (transient texture allocation, read/write passes), blit with material (applying a shader during copy using add blit pass), and frame buffer fetch (sampling GPU buffers directly without copying to main memory for better performance). The video explains how to install samples via Package Manager, use the Render Graph viewer for debugging, understand pass merging, texture handles, and the difference between safe and unsafe passes.
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