# Render Requests You can use a render request in a C# script to trigger a Camera to render to a render texture, outside the Unity rendering loop. The request is processed sequentially in your script, so there's no callback involved. ## Use RenderPipeline.StandardRequest `RenderPipeline.StandardRequest` renders the following: * A full stack of cameras in the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) (URP). * A single camera in the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html) (HDRP). The following code sample gets the output of the scriptable render pipeline when you select a GUI button. Attach the script to a camera and select **Enter Play Mode**. ```c# using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; [RequireComponent(typeof(Camera))] public class StandardRenderRequest : MonoBehaviour { [SerializeField] RenderTexture texture2D, texture2DArray, cubeMap, texture3D; // Render requests are sent when GUI button is selected private void OnGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("Render Request")) { SendRenderRequests(); } GUILayout.EndVertical(); } void SendRenderRequests() { Camera cam = GetComponent(); // Create a standard request RenderPipeline.StandardRequest request = new RenderPipeline.StandardRequest(); // Check if the request is supported by the active render pipeline if (RenderPipeline.SupportsRenderRequest(cam, request)) { // Submit the render request to the active render pipeline with different destination textures // 2D Texture request.destination = texture2D; // Render camera and fill texture2D with its view RenderPipeline.SubmitRenderRequest(cam, request); // 2D Array Texture request.destination = texture2DArray; for (int i = 0; i < texture2DArray.volumeDepth; i++) { request.slice = i; // Render camera and fill slice i of texture2DArray with its view RenderPipeline.SubmitRenderRequest(cam, request); } // Cubemap var faces = new[] { CubemapFace.NegativeX, CubemapFace.PositiveX, CubemapFace.NegativeY, CubemapFace.PositiveY, CubemapFace.NegativeZ, CubemapFace.PositiveZ }; request.destination = cubeMap; foreach (var face in faces) { request.face = face; // Render camera and fill face of cubeMap with its view RenderPipeline.SubmitRenderRequest(cam, request); } // 3D Texture request.destination = texture3D; for (int i = 0; i < texture3D.volumeDepth; i++) { request.slice = i; // Render camera and fill slice i of texture3D with its view RenderPipeline.SubmitRenderRequest(cam, request); } } } } ``` ## Other useful information * On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/manual/User-Render-Requests.html).