Enum ScyllaRenderPipeline
Identifies the active Unity render pipeline at runtime. The Scylla framework uses this enum to abstract over pipeline-specific APIs, allowing modules such as the camera and graphics systems to adapt their behavior without requiring compile-time pipeline dependencies throughout the codebase.
Namespace: Scylla.Core
Assembly: ScyllaCore.dll
Syntax
public enum ScyllaRenderPipeline
Remarks
The active pipeline is typically detected once during framework initialization by
inspecting UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline. If no
scriptable render pipeline asset is assigned, the pipeline is classified as
BuiltIn. Otherwise, the asset type is checked against known URP and HDRP
pipeline asset types.
This enum is used by other pipeline-agnostic enums such as ScyllaAAMode, ScyllaAAQuality, and ScyllaShadowResolution to determine how their values map to pipeline-specific settings.
Fields
| Name | Description |
|---|---|
| BuiltIn | Unity's legacy Built-in Render Pipeline. This value indicates that no Scriptable Render Pipeline (SRP) asset is assigned in the project's Graphics Settings. The Built-in pipeline uses the traditional forward or deferred rendering paths and does not support SRP-specific features such as render passes or custom renderers. |
| HDRP | The High Definition Render Pipeline (HDRP), Unity's scriptable render pipeline targeting high-end platforms with physically-based rendering, advanced lighting (ray tracing, area lights, volumetric fog), and cinematic-quality visual effects. HDRP support in Scylla is provided for demo scenes and specialized use cases but is not the primary target pipeline. |
| URP | The Universal Render Pipeline (URP), Unity's versatile scriptable render pipeline designed for broad platform support ranging from mobile devices to high-end desktops. URP is the primary render pipeline supported by the Scylla framework and provides features such as configurable render passes, shader graph integration, and post-processing via the Volume system. |