Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/rendering-execution-order.md
2024-08-26 23:07:20 +03:00

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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.

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