15. Glossary
This document organizes terms that appear repeatedly in the text into “one-sentence definition + where to see more.”
Render pipeline/architecture
- SRP (Scriptable Render Pipeline): Unity rendering architecture that allows you to define rendering loop/pass configurations in C#.
- URP (Universal Render Pipeline): SRP-based universal pipeline. Widely used from mobile to PC.
- Related: 03
- HDRP: High-quality/high-end target pipeline (this book focuses on URP).
- RenderGraph: A system that manages lifespan/execution order by declaring the read/write dependencies of paths and resources as a graph.
- Related: 04
- Compatibility Mode: Legacy path that does not use RenderGraph (mainly based on
Execute()).- Related: 03
C# Extension Points
- Renderer: Object that configures camera rendering (
ScriptableRenderer).- Related: 03
- Renderer Feature: Extension point (
ScriptableRendererFeature) that attaches features to the renderer. - Render Pass (ScriptableRenderPass): A “render step” inserted into the URP pipeline.
- RenderPassEvent: An event that specifies the approximate execution timing of the pass (before/after opaque, etc.).
- Related: 03
Resources/Textures
- RenderTexture: Texture resource that can be used as a render target.
- RTHandle: Render target handle system that takes dynamic resolution/scale into account.
- Related: 05
- TextureHandle: A handle that references a texture resource within RenderGraph.
- Shader Property ID: “Global slot key (integer)” obtained with
Shader.PropertyToID.- Related: 05
Shader/Pass/Keyword
- ShaderLab Pass: Pass blocks defined in shaders (ForwardLit/ShadowCaster, etc.). URP selects
LightMode.- Related: 09
- LightMode: Tag that determines which ShaderLab Pass the URP will use.
- Related: 09
- Keyword / Variant: A system for building feature-specific shader variants with
#pragma multi_compileetc.- Related: 09
- CBUFFER / UnityPerMaterial: Material constant buffer. The key to SRP Batcher compatibility.
- Related: 09
- SRP Batcher: SRP optimization to reduce material constant upload costs.
- Related: 09
Lighting (Forward/Forward+)
- Main Light: Usually one directional light is treated as main (depending on URP settings).
- Related: 07
- Additional Lights: Lights other than the main (point/spot, etc.).
- Related: 07
- Forward Rendering: The traditional path for accumulating light in pixels.
- Forward+: Path that loops “only the influencing lights” on a cluster/tile basis (useful when there are many lights).
- Related: 07
- _CLUSTER_LIGHT_LOOP: Representative keyword for Forward+ loop path.
- Related: 07
Data Structure
-
NativeArray: Native array container without GC (compatible with job system/burst).
- Related: 02## RenderGraph / Compute
-
Compute Pass: Pass type that runs compute shaders in RenderGraph. It is usually recorded as
AddComputePass.- Related: 17
-
ComputeGraphContext: Execution context of the RenderGraph Compute pass. Record the compute command as
ctx.cmd.- Related: 17
-
UAV(RandomWrite): The path that compute uses to “write” the texture/buffer.
enableRandomWriteis required when creating a texture.- Related: 17
-
GraphicsBuffer: GPU buffer (Structured/Raw/Indirect, etc.). Often used for compute output/input.
- Related: 17