You can fetch the following textures from the frame data.
Property | Texture | URP shaderA program that runs on the GPU. More info See in Glossary pass that writes to the texture |
---|---|---|
additionalShadowsTexture |
The additional shadow map. | ShadowCaster |
activeColorTexture |
The color texture the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary currently targets. |
Any pass, depending on your settings |
activeDepthTexture |
The depth texture the camera is currently targets. | Any pass, depending on your settings |
afterPostProcessColor |
The main color texture after URP’s post processing passes. | UberPost |
backBufferColor |
The color texture of the screen back buffer. If you use post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess See in Glossary, URP writes to this texture at the end of rendering, unless you enable HDR Debug Views. Refer to debugScreenTexture for more information. |
Any pass, depending on your settings |
backBufferDepth |
The depth texture of the screen back buffer. | Any pass, depending on your settings |
cameraColor |
The main color texture for the camera. You can store multiple samples in this texture if you enable Multisample Anti-aliasing (MSAA). | Any pass, depending on your settings |
cameraDepth |
The main depth texture for the camera. You can store multiple samples in this texture if you enable Multisample Anti-aliasing (MSAA). | Any pass, depending on your settings |
cameraDepthTexture |
A copy of the depth texture, if you enable Depth Priming Mode in the renderer or Depth Texture in the active URP Asset. |
CopyDepth or DepthPrepass
|
cameraNormalsTexture |
The sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary normals texture. Contains the scene depth for objects with shaders that have a DepthNormals pass. |
DepthNormals prepass |
cameraOpaqueTexture |
A texture with the opaque objects in the scene, if you enable Opaque Texture in the URP Asset. | CopyColor |
dBuffer |
The Decals texture. For more information about the decals texture, refer to DBuffer. | Decals |
dBufferDepth |
The Decals depth texture. Refer to DBuffer. | Decals |
debugScreenTexture |
If you enable HDR Debug Views, URP writes the output of post-processing to this texture instead of backBufferColor . |
uberPost and finalPost
|
gBuffer |
The G-buffer textures. Refer to G-buffer. | GBuffer |
internalColorLut |
The internal look-up textures (LUT) texture. | InternalLut |
mainShadowsTexture |
The main shadow map. | ShadowCaster |
motionVectorColor |
The motion vectors color texture. Refer to motion vectors. |
Camera Motion Vectors and MotionVectors
|
motionVectorDepth |
The motion vectors depth texture. Refer to motion vectors. |
Camera Motion Vectors and MotionVectors
|
overlayUITexture |
The overlay UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info See in Glossary texture. |
DrawScreenSpaceUI |
renderingLayersTexture |
The Rendering Layers texture. Refer to Rendering layers |
DrawOpaques or the DepthNormals prepass, depending on your settings. |
ssaoTexture |
The Screen Space Ambient Occlusion (SSAO) texture. Refer to Ambient occlusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface. See in Glossary. |
SSAO |