Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/rendering-execution-order.md

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2024-08-26 13:07:20 -07:00
# Understand execution order
The following diagram shows the order in which the High Definition Render Pipeline (HDRP) executes render passes.
For more information about injection points, refer to [injection points](Custom-Pass-Injection-Points.md).
![](Images/HDRP-frame-graph-diagram.png)
## Post-processing effect execution order
The post-processing system in HDRP applies post-processing effects in a specific order. The system also combines some effects into the same compute shader stack to minimize the number of passes.
### Execution order and effect grouping
HDRP executes post processing effects in the following order, from top to bottom.
| Post-processing passes | Compute shader stack | Final post-processing pass |
| -------------------------------------------------- | --------------------- | -------------------------- |
| NaN Killer | | |
| Anti-aliasing (TAA, SMAA) | | |
| Depth of Field | | |
| Motion Blur | | |
| Panini Projection | | |
| Bloom (Pyramid) | | |
| Color Grading (LUT Baking) | | |
| Screen Space Lens Flare (written in bloom texture) | | |
| Data driven lens flare | | |
| | Lens Distortion | |
| | Chromatic Aberration | |
| | Bloom (Apply) | |
| | Vignette | |
| | Color Grading (Apply) | |
| | | Antialiasing (FXAA) |
| | | Film Grain |
| | | 8-bit Dithering |