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