<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<oembed>
  <author_name>zhangyubing</author_name>
  <author_url>https://blog.hatena.ne.jp/zhangyubing/</author_url>
  <blog_title>CORETECH ENGINEER BLOG</blog_title>
  <blog_url>https://blog.sge-coretech.com/</blog_url>
  <categories>
    <anon>C#</anon>
    <anon>GPU</anon>
    <anon>Graphics</anon>
    <anon>URP</anon>
    <anon>Unity6</anon>
  </categories>
  <description>Unity6のRenderGraphに関する技術記事の第4回目で、SubPassとNativeRenderPassの仕組みについて解説しています</description>
  <height>190</height>
  <html>&lt;iframe src=&quot;https://hatenablog-parts.com/embed?url=https%3A%2F%2Fblog.sge-coretech.com%2Fentry%2F2025%2F05%2F07%2F142406&quot; title=&quot;Unity6からRenderGraphを使いこなそう！応用実装編4「SubPass/NativeRenderPassの仕組み」 - CORETECH ENGINEER BLOG&quot; class=&quot;embed-card embed-blogcard&quot; scrolling=&quot;no&quot; frameborder=&quot;0&quot; style=&quot;display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;&quot;&gt;&lt;/iframe&gt;</html>
  <image_url>https://cdn-ak.f.st-hatena.com/images/fotolife/s/sge_coretech/20250507/20250507142409.jpg</image_url>
  <provider_name>Hatena Blog</provider_name>
  <provider_url>https://hatena.blog</provider_url>
  <published>2025-05-07 14:24:06</published>
  <title>Unity6からRenderGraphを使いこなそう！応用実装編4「SubPass/NativeRenderPassの仕組み」</title>
  <type>rich</type>
  <url>https://blog.sge-coretech.com/entry/2025/05/07/142406</url>
  <version>1.0</version>
  <width>100%</width>
</oembed>
