Drawing directly to the frame buffer without going through RenderTexture

Updated: 10/20/2026

In Cubism 5 SDK for Unity R6 and later, a function for direct drawing to the camera’s frame buffer can be used to improve performance.

Summary

If only models that do not use the blend modes or offscreen drawing added in Cubism 5.3 are being drawn, it is possible to draw directly to the camera’s frame buffer without using an intermediate texture.
Drawing in this manner reduces memory usage and improves the processing speed for the copying part of drawing results.

The determination of whether direct drawing is available is made for each Grouped Sorting Index.
For information on the Grouped Sorting Index, refer to “Drawing with a custom render pass.”

How to Use

Add a CubismRenderPassFeature to any Universal Render Data asset, or check the Inspector for Assets/Live2D/Cubism/Rendering/URP/CubismURPRenderer.asset.

Then, enable “Enable Direct Rendering.”

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