Part two of a series on Unity's Render Graph API in URP, walking through multiple code samples. Topics covered include: sharing textures between passes using frame data, using named output textures accessible in Shader Graph, running compute shaders via render features, rendering filtered geometry with renderer lists, customizing culling results, using unsafe passes for different-dimension blits, outputting to multiple render targets (MRT) in one pass, and accessing or promoting GBuffer textures to global scope for deferred rendering pipelines. Each sample highlights key API patterns and best practices for migrating to the Render Graph system.
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