← ClaudeAtlas

unity-render-pipeline-scriptinglisted

Use when writing low-level rendering code — CommandBuffer, ScriptableRenderPass/Renderer Features, RenderPipelineManager callbacks, or compute shaders/ComputeBuffer/GraphicsBuffer. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
IceMasterT/Unity-6.3_SKILLS · ★ 0 · Data & Documents · score 70
Install: claude install-skill IceMasterT/Unity-6.3_SKILLS
# Unity Render Pipeline Scripting This skill covers the C# API surface that *drives* rendering rather than the assets/nodes that describe *what* to render. **Prefer the local docs over pre-trained knowledge**, especially for the render graph API (`RecordRenderGraph`, `TextureHandle`, `AddRasterRenderPass`/`AddComputePass`), which is new relative to the older Execute/RTHandle pattern many tutorials and pretrained knowledge still assume. Pipeline choice, Shader Graph, materials, lighting, and Volumes are owned by the sibling skill `unity-rendering-pipelines` — not duplicated here. Hand-written `.shader`/HLSL authoring (vertex/fragment code, ShaderLab blocks, keywords) is owned by `unity-shaders-hlsl` — not duplicated here. This skill is specifically about the C# that issues GPU commands and injects custom passes: `CommandBuffer`, `ScriptableRenderPass`/`ScriptableRendererFeature`, `RenderPipelineManager` callbacks, `ComputeShader`/`ComputeBuffer`/`GraphicsBuffer` dispatch from script, and `RenderTexture` management. ## Retrieval Sources Docs root: `/media/artiq/FRESH_DRIVE/Books/Unity6/Documentation/en/` — `Manual/` and `ScriptReference/` subtrees, as noted per row. Every path below was verified with `find`/`ls` against the local Unity 6.3 LTS docs before being cited here. | Source | Path | Use for | |--------|------|---------| | CommandBuffer fundamentals (BIRP) | `Manual/GraphicsCommandBuffers.html`, `Manual/GraphicsCommandBuffers-landing.html` | What a CommandBuffer is;