# \#Scriptable-Render-Pipeline

**URL:** https://discussions.unity.com/tag/scriptable-render-pipeline/159333.md

[Latest](https://discussions.unity.com/latest.md) · [Categories](https://discussions.unity.com/categories.md) · [Tags](https://discussions.unity.com/tags.md)

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## [Understanding URP: Implementing Renderer Features with Render Graph](https://discussions.unity.com/t/understanding-urp-implementing-renderer-features-with-render-graph/1712280)

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**Author:** [@ijemin](https://discussions.unity.com/u/ijemin)\
**Replies:** 7\
**Last updated:** [September 17, 2026, 6:55pm UTC](https://discussions.unity.com/t/understanding-urp-implementing-renderer-features-with-render-graph/1712280 "2026-09-17T18:55:31Z")

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Hi! I’m Jemin Lee, a Partner Engineer at Unity. In the previous article, we established a key idea: URP does not execute shader passes. URP executes a render pass (= pipeline stage) that selects and executes a shader p…

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## [After Editor upgrade: error CS0115: 'Something.Execute(...)': no suitable method found to override](https://discussions.unity.com/t/after-editor-upgrade-error-cs0115-something-execute-no-suitable-method-found-to-override/1735865)

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**Author:** [@Aviation\_Simmer](https://discussions.unity.com/u/Aviation_Simmer)\
**Replies:** 6\
**Last updated:** [September 6, 2026, 2:52pm UTC](https://discussions.unity.com/t/after-editor-upgrade-error-cs0115-something-execute-no-suitable-method-found-to-override/1735865 "2026-09-06T14:52:31Z")

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So I was using the editor version 6000.2.10f1, which got some issues, so I decided to upgrade my unity editor to a newer version: 6000.5.5f1. Now I got thoose errors: .OnCameraSetup(CommandBuffer, ref RenderingData)‘:…

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## [Could we get depth priming for more layers](https://discussions.unity.com/t/could-we-get-depth-priming-for-more-layers/1618657)

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**Author:** [@Baste](https://discussions.unity.com/u/Baste)\
**Replies:** 6\
**Last updated:** [August 27, 2026, 7:47pm UTC](https://discussions.unity.com/t/could-we-get-depth-priming-for-more-layers/1618657 "2026-08-27T19:47:48Z")

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I want to rely on the depth prepass for our renderer, as that makes some custom passes a lot easier to write: But, those custom passes draw some layers that are not included in the opaque layer mask. Here’s the mask: …

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## [Misleading Nature of GetPreviousVertexBuffer()](https://discussions.unity.com/t/misleading-nature-of-getpreviousvertexbuffer/1731782)

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**Author:** [@unity\_96509C24843911510D7E](https://discussions.unity.com/u/unity_96509C24843911510D7E)\
**Replies:** 1\
**Last updated:** [August 7, 2026, 8:22am UTC](https://discussions.unity.com/t/misleading-nature-of-getpreviousvertexbuffer/1731782 "2026-08-07T08:22:30Z")

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Hi everyone! I ran into something that took me a while to figure out, so I thought I’d share it in case it helps someone else. I found that if the render pipeline is not rendering motion vectors, GetVertexBuffer() and G…

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## [Feature Requests:HLSL 2021](https://discussions.unity.com/t/feature-requests-hlsl-2021/1733192)

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**Author:** [@af8a2a](https://discussions.unity.com/u/af8a2a)\
**Replies:** 4\
**Last updated:** [August 6, 2026, 3:26pm UTC](https://discussions.unity.com/t/feature-requests-hlsl-2021/1733192 "2026-08-06T15:26:44Z")

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I noticed the introduction of DXC support in 6.7-alpha and the integration of DXC backend into my personal project, which looks to be performing well. Are there any plans to support HLSL2021 (-HV 2021) in the future so …

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## [Multi-Draw Indirect (MDI) Native Plugin for Unity 6](https://discussions.unity.com/t/multi-draw-indirect-mdi-native-plugin-for-unity-6/1714578)

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**Author:** [@saivs1](https://discussions.unity.com/u/saivs1)\
**Replies:** 22\
**Last updated:** [August 3, 2026, 6:46pm UTC](https://discussions.unity.com/t/multi-draw-indirect-mdi-native-plugin-for-unity-6/1714578 "2026-08-03T18:46:09Z")

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Multi-Draw Indirect (MDI) — Native Plugin for Unity 6\* \*Tested on Unity 6 (URP 17). May work on earlier versions, but has not been tested. Hi everyone! I’ve been working on a native plugin that brings true hardware-lev…

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## [Entity picking support in custom SRP](https://discussions.unity.com/t/entity-picking-support-in-custom-srp/1732495)

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**Author:** [@Sam3million](https://discussions.unity.com/u/Sam3million)\
**Replies:** 1\
**Last updated:** [July 30, 2026, 1:20am UTC](https://discussions.unity.com/t/entity-picking-support-in-custom-srp/1732495 "2026-07-30T01:20:51Z")

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I wrote a custom SRP and want to get it fully working with Entities Graphics. I have it mostly working, but I can’t seem to get picking functionality (ie selecting entities in the scene view by clicking on them). Digging…

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## [Overlay MeshRenderer an UI Toolkit World Space UI without camera stacking](https://discussions.unity.com/t/overlay-meshrenderer-an-ui-toolkit-world-space-ui-without-camera-stacking/1731903)

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**Author:** [@uwdlg](https://discussions.unity.com/u/uwdlg)\
**Replies:** 0\
**Last updated:** [July 23, 2026, 11:13am UTC](https://discussions.unity.com/t/overlay-meshrenderer-an-ui-toolkit-world-space-ui-without-camera-stacking/1731903 "2026-07-23T11:13:26Z")

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Hi, in Unity 6.3 and URP using Deferred+, I want to render a GameObject and world space UI (using UI Toolkit with Panel Settings’ Render mode set to World Space) as fixed perspective overlay over the main camera’s view …

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## [Add new URPProfileId item | Add new Renderer Feature to show up in Display Stats](https://discussions.unity.com/t/add-new-urpprofileid-item-add-new-renderer-feature-to-show-up-in-display-stats/1731252)

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**Author:** [@Saeed-Barari](https://discussions.unity.com/u/Saeed-Barari)\
**Replies:** 3\
**Last updated:** [July 17, 2026, 12:07pm UTC](https://discussions.unity.com/t/add-new-urpprofileid-item-add-new-renderer-feature-to-show-up-in-display-stats/1731252 "2026-07-17T12:07:19Z")

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Hello. I wanted to add my Renderer Feature to the Rendering Debugger window’s Display Stats list. The image below shows which list I mean: After going through the source code, it seems I need to expand the URPProfile…

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## [New AttachmentIndexArray API isn't very good](https://discussions.unity.com/t/new-attachmentindexarray-api-isnt-very-good/1731023)

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**Author:** [@xabblll](https://discussions.unity.com/u/xabblll)\
**Replies:** 2\
**Last updated:** [July 15, 2026, 4:34pm UTC](https://discussions.unity.com/t/new-attachmentindexarray-api-isnt-very-good/1731023 "2026-07-15T16:34:33Z")

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I found new API for SRP RenderPasses and SubPasses, that for starters pretty much undocumented. Specifically I’m talking about CommandBuffer.BeginRenderPass(w, h, msaa, frameAttachments, depthAttachIdx, subPasses) ove…

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## [Canvas rendering issues on macOS builds](https://discussions.unity.com/t/canvas-rendering-issues-on-macos-builds/1731083)

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**Author:** [@Maxb0tbeep](https://discussions.unity.com/u/Maxb0tbeep)\
**Replies:** 0\
**Last updated:** [July 15, 2026, 12:21pm UTC](https://discussions.unity.com/t/canvas-rendering-issues-on-macos-builds/1731083 "2026-07-15T12:21:41Z")

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macOS builds of my game don’t render text and other UI elements on a canvas correctly. It works fine on other operating systems and in the editor. Out of desperation, I was seeking guidance from claude. Here’s ever…

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## [Unity 6 URP How to access camera depth texture?](https://discussions.unity.com/t/unity-6-urp-how-to-access-camera-depth-texture/1612827)

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**Author:** [@MehmetCakir](https://discussions.unity.com/u/MehmetCakir)\
**Replies:** 3\
**Last updated:** [July 8, 2026, 6:15pm UTC](https://discussions.unity.com/t/unity-6-urp-how-to-access-camera-depth-texture/1612827 "2026-07-08T18:15:35Z")

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Hello, I need to obtain the main camera’s depth texture but since global textures are getting reset in the newer versions of URP, I cannot get it via Shader.GetGlobalTexture("\_CameraDepthTexture"), it returns 1x1 black …

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## [Restoring view/projection-matrix in custom renderpass breaks opaque rendering for certain camera positions/angles](https://discussions.unity.com/t/restoring-view-projection-matrix-in-custom-renderpass-breaks-opaque-rendering-for-certain-camera-positions-angles/1724467)

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**Author:** [@Mega13](https://discussions.unity.com/u/Mega13)\
**Replies:** 1\
**Last updated:** [July 6, 2026, 2:05pm UTC](https://discussions.unity.com/t/restoring-view-projection-matrix-in-custom-renderpass-breaks-opaque-rendering-for-certain-camera-positions-angles/1724467 "2026-07-06T14:05:06Z")

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I created a custom renderpass that renders my Terrain from a top-down orthographic perspective into a RenderTexture. My script is based on Unity’s “Render Objects” Custom Renderfeature. One line I took from this script t…

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## [Unity 6000.5.1f1 — Custom ScriptableRendererFeature with RenderGraph: shader effect persists even when pass is not enqueued](https://discussions.unity.com/t/unity-6000-5-1f1-custom-scriptablerendererfeature-with-rendergraph-shader-effect-persists-even-when-pass-is-not-enqueued/1724446)

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**Author:** [@Filippo1377](https://discussions.unity.com/u/Filippo1377)\
**Replies:** 0\
**Last updated:** [June 29, 2026, 9:18am UTC](https://discussions.unity.com/t/unity-6000-5-1f1-custom-scriptablerendererfeature-with-rendergraph-shader-effect-persists-even-when-pass-is-not-enqueued/1724446 "2026-06-29T09:18:08Z")

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Unity 6000.5.1f1 — Custom ScriptableRendererFeature with RenderGraph: shader effect persists even when pass is not enqueued I’m building a custom post-process effect (lens distortion + chromatic aberration + vignette) u…

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## [Migrating to URP 17.3+ from builtin renderpipeline - SRP RenderFeature way](https://discussions.unity.com/t/migrating-to-urp-17-3-from-builtin-renderpipeline-srp-renderfeature-way/1723364)

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**Author:** [@ylen\_sami](https://discussions.unity.com/u/ylen_sami)\
**Replies:** 7\
**Last updated:** [June 23, 2026, 7:53am UTC](https://discussions.unity.com/t/migrating-to-urp-17-3-from-builtin-renderpipeline-srp-renderfeature-way/1723364 "2026-06-23T07:53:46Z")

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Hey Our team has several big projects. Each of these projects have been setup so that the application has Core scene which contains global things like global UI, analytics and so on. Because Camera stacking comes as fo…

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## [SRP Batcher and per-renderer data/overridden shaders](https://discussions.unity.com/t/srp-batcher-and-per-renderer-data-overridden-shaders/1718405)

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**Author:** [@JaimeShirazi](https://discussions.unity.com/u/JaimeShirazi)\
**Replies:** 5\
**Last updated:** [June 22, 2026, 1:10am UTC](https://discussions.unity.com/t/srp-batcher-and-per-renderer-data-overridden-shaders/1718405 "2026-06-22T01:10:36Z")

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Could somebody explain to me why SRP Batcher does not support per-renderer data nor overridden shaders? I can’t tell whether it’s fundamentally against the idea of how SRP batcher works or if it simply hasn’t been implem…

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## [SRP is not batching, and I don't know why](https://discussions.unity.com/t/srp-is-not-batching-and-i-dont-know-why/1722663)

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**Author:** [@Draad](https://discussions.unity.com/u/Draad)\
**Replies:** 16\
**Last updated:** [June 11, 2026, 3:45am UTC](https://discussions.unity.com/t/srp-is-not-batching-and-i-dont-know-why/1722663 "2026-06-11T03:45:32Z")

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Hello there, I have this scene composed of cubes (mesh renderers), approx ~6000. I have a Shader marked as SRP compatible I do not call material.SetColor() nor material.color I do change my cubes colors using VertexC…

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## [How to synchronize after compute shader dispatch?](https://discussions.unity.com/t/how-to-synchronize-after-compute-shader-dispatch/1721654)

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**Author:** [@function95](https://discussions.unity.com/u/function95)\
**Replies:** 0\
**Last updated:** [May 31, 2026, 6:57pm UTC](https://discussions.unity.com/t/how-to-synchronize-after-compute-shader-dispatch/1721654 "2026-05-31T18:57:57Z")

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In a custom SRP pipeline I have two methods, one is containing the compute shader dispatc, the other contains indirect draw calls, where the draw commands buffer is calculated by the compute shader. I am using two comma…

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## [Float3 generates a float4 when using \[GenerateHLSL\] attribute](https://discussions.unity.com/t/float3-generates-a-float4-when-using-generatehlsl-attribute/1721020)

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**Author:** [@UNITX7](https://discussions.unity.com/u/UNITX7)\
**Replies:** 4\
**Last updated:** [May 27, 2026, 9:21am UTC](https://discussions.unity.com/t/float3-generates-a-float4-when-using-generatehlsl-attribute/1721020 "2026-05-27T09:21:04Z")

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While working on GPU Culling in URP, I found that float3 yields a float4 when applying the \[GenerateHLSL\] attribute. using Unity.Mathematics; using UnityEngine; using UnityEngine.Rendering; namespace Littletown.Runtime…

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## [Unexpected SRP Batcher behavior](https://discussions.unity.com/t/unexpected-srp-batcher-behavior/1720232)

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**Author:** [@Cerbul](https://discussions.unity.com/u/Cerbul)\
**Replies:** 4\
**Last updated:** [May 18, 2026, 9:14pm UTC](https://discussions.unity.com/t/unexpected-srp-batcher-behavior/1720232 "2026-05-18T21:14:53Z")

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Hi everyone I’m trying to reduce the CPU draw cost in our game and so I’m trying to understand the exact logic the SRP Batcher uses to determine batches. So I setup a little scene in an empty project and I’m looking at…

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## ["How to disable GPU Occlusion Culling for a single camera?"](https://discussions.unity.com/t/how-to-disable-gpu-occlusion-culling-for-a-single-camera/1719739)

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**Author:** [@zhouyustudio](https://discussions.unity.com/u/zhouyustudio)\
**Replies:** 6\
**Last updated:** [May 17, 2026, 6:45pm UTC](https://discussions.unity.com/t/how-to-disable-gpu-occlusion-culling-for-a-single-camera/1719739 "2026-05-17T18:45:48Z")

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“In the scene, there are two cameras: one is the Main Camera, and the other is Camera B, which is responsible for rendering a Render Texture. I want to disable Camera B’s other features to keep it clean. I checked the re…

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## [CPU readback in a render graph pass](https://discussions.unity.com/t/cpu-readback-in-a-render-graph-pass/1719631)

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**Author:** [@JaimeShirazi](https://discussions.unity.com/u/JaimeShirazi)\
**Replies:** 0\
**Last updated:** [May 12, 2026, 6:41am UTC](https://discussions.unity.com/t/cpu-readback-in-a-render-graph-pass/1719631 "2026-05-12T06:41:01Z")

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I’ve written a ScriptableRenderPass to read back the current frame in order to capture frames from the project with as little hitch as possible for storing as a file. This was somewhat working when I was copying into a R…

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## [SRP Culling API is Bad (and has been for 8 years)](https://discussions.unity.com/t/srp-culling-api-is-bad-and-has-been-for-8-years/1718731)

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**Author:** [@coolusername1234](https://discussions.unity.com/u/coolusername1234)\
**Replies:** 0\
**Last updated:** [May 3, 2026, 9:02pm UTC](https://discussions.unity.com/t/srp-culling-api-is-bad-and-has-been-for-8-years/1718731 "2026-05-03T21:02:16Z")

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There were some threads already about this theme since 2018: Improving the SRP API for Flexibility and Usability (Aug 2024) Further filter Cull Results for Rendering Feature (Jun 2024) Any plans to improve SRP APIs? (M…

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## [Scriptable culling in URP/SRP](https://discussions.unity.com/t/scriptable-culling-in-urp-srp/1718698)

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**Author:** [@coolusername1234](https://discussions.unity.com/u/coolusername1234)\
**Replies:** 2\
**Last updated:** [May 3, 2026, 12:41pm UTC](https://discussions.unity.com/t/scriptable-culling-in-urp-srp/1718698 "2026-05-03T12:41:23Z")

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UPD: I posted a much more sane and detailed explanation of the problem. Turns out, there really is no such API as of today, despite the fact that many people including me have been bumping into this problem for years.

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## [\[IN-141666\] GPU Resident Draw Occlusion Culling: Depth Pyramid Leak](https://discussions.unity.com/t/in-141666-gpu-resident-draw-occlusion-culling-depth-pyramid-leak/1717986)

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**Author:** [@StuwuStudio](https://discussions.unity.com/u/StuwuStudio)\
**Replies:** 3\
**Last updated:** [April 30, 2026, 5:18am UTC](https://discussions.unity.com/t/in-141666-gpu-resident-draw-occlusion-culling-depth-pyramid-leak/1717986 "2026-04-30T05:18:50Z")

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Hi, I am trying out Unity 6’s GPU Resident drawer, and it seems like there is some kind of issue with how the depth pyramid is built, which leads to a lot of objects not being occluded. It seems to happen at odd resolu…

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## [Unlit Shader with a Custom Scriptable Render Pipeline](https://discussions.unity.com/t/unlit-shader-with-a-custom-scriptable-render-pipeline/1716205)

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**Author:** [@unity\_1337geckoo](https://discussions.unity.com/u/unity_1337geckoo)\
**Replies:** 0\
**Last updated:** [April 11, 2026, 6:38am UTC](https://discussions.unity.com/t/unlit-shader-with-a-custom-scriptable-render-pipeline/1716205 "2026-04-11T06:38:56Z")

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Hello everyone. Actually I am trying to understand how a Custom SRP project works with some simple materials. I found some examples on the web providing good advice, but applying them in my project, I see a strange rende…

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## [Understanding URP: A Beginner-Friendly Guide to Render Passes & Renderer Features](https://discussions.unity.com/t/understanding-urp-a-beginner-friendly-guide-to-render-passes-renderer-features/1710336)

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**Author:** [@ijemin](https://discussions.unity.com/u/ijemin)\
**Replies:** 2\
**Last updated:** [April 9, 2026, 2:38pm UTC](https://discussions.unity.com/t/understanding-urp-a-beginner-friendly-guide-to-render-passes-renderer-features/1710336 "2026-04-09T14:38:37Z")

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Hi! I’m Jemin Lee, a Partner Engineer at Unity. As we shift our focus from the Built-in Render Pipeline(BiRP) to the Universal Render Pipeline (URP), I often see beginners get stuck when migrating custom rendering logic…

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## [Frame Debugger causes memory leaks](https://discussions.unity.com/t/frame-debugger-causes-memory-leaks/1708409)

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**Author:** [@txanbro](https://discussions.unity.com/u/txanbro)\
**Replies:** 2\
**Last updated:** [April 6, 2026, 7:43pm UTC](https://discussions.unity.com/t/frame-debugger-causes-memory-leaks/1708409 "2026-04-06T19:43:26Z")

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I just downloaded version 6.3 LTS yesterday, and I started working on my own framework based on the BatchRendererGroup API. My implementation of object rendering works as expected, but as soon as I enable the Frame Debug…

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## [RenderGraph is causing many GC allocations per frame](https://discussions.unity.com/t/rendergraph-is-causing-many-gc-allocations-per-frame/1551761)

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**Author:** [@SteppySteve](https://discussions.unity.com/u/SteppySteve)\
**Replies:** 1\
**Last updated:** [April 2, 2026, 6:48pm UTC](https://discussions.unity.com/t/rendergraph-is-causing-many-gc-allocations-per-frame/1551761 "2026-04-02T18:48:05Z")

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This function is producing an exceedingly large amount of unnecessary GC allocations: public readonly ReadOnlySpan\<PassData\> GraphPasses(CompilerContextData ctx) It looks like in the case where passes are culled it dec…

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## [6.4 Shows all URP non SRP Compatible in Stats window](https://discussions.unity.com/t/6-4-shows-all-urp-non-srp-compatible-in-stats-window/1714438)

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**Author:** [@chrissoftwareengineer](https://discussions.unity.com/u/chrissoftwareengineer)\
**Replies:** 2\
**Last updated:** [April 1, 2026, 4:24pm UTC](https://discussions.unity.com/t/6-4-shows-all-urp-non-srp-compatible-in-stats-window/1714438 "2026-04-01T16:24:00Z")

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Unity on Mac 6.4. Stats window shows everything as non SRP compatible. Brand new project → 6 cubes, put in any URP mat on them. Stats shows nothing is compatible with SRP. (shaders however do clearly state they ar…

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