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 |
---|---|---|
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 |
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 |
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 |
cameraOpaqueTexture |
A texture with the opaque objects in 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, if you enable Opaque Texture in the URP Asset. |
CopyColor |
debugScreenTexture |
If you enable HDR Debug Views, URP writes the output of post-processing to this texture instead of backBufferColor . |
uberPost and finalPost
|
Property | Texture | URP shader pass that writes to the texture |
---|---|---|
activeDepthTexture |
The depth bufferA memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info See in Glossary the GPU currently renders to. This is either backBufferDepth or cameraDepth . |
Any pass, depending on your settings |
backBufferDepth |
The depth buffer of the screen back buffer. If you target backBufferDepth , any changes you make are overwritten when URP blitsA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.See in Glossary cameraDepth to the back buffer near the end of a frame. |
Any pass, depending on your settings |
cameraDepth |
The depth buffer from the render textureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info See in Glossary the camera currently renders to. Avoid targeting cameraDepth , because URP uses this buffer for most of its own rendering. |
Any pass, depending on your settings |
cameraDepthTexture |
A depth texture copy of the depth buffer, if you enable Depth Priming Mode in the renderer or Depth Texture in the active URP Asset. If you use the Deferred render path, cameraDepthTexture is a color format instead of a depth format. |
CopyDepth or DepthPrepass
|
cameraNormalsTexture |
The scene normals texture. Contains the scene depth for objects with shaders that have a DepthNormals pass. |
DepthNormals prepass |
Property | Texture | URP shader pass that writes to the texture |
---|---|---|
additionalShadowsTexture |
The additional shadow map. | ShadowCaster |
mainShadowsTexture |
The main shadow map. | ShadowCaster |
Property | Texture | URP shader pass that writes to the texture |
---|---|---|
dBuffer |
The Decals texture. For more information about the decals texture, refer to DBuffer. | Decals |
dBufferDepth |
The Decals depth texture. Refer to DBuffer. | Decals |
Property | Texture | URP shader pass that writes to the texture |
---|---|---|
Property | Texture | URP shader pass that writes to the texture |
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
|
Property | Texture | URP shader pass that writes to the texture |
---|---|---|
gBuffer |
The G-buffer textures. Refer to G-buffer. | GBuffer |
internalColorLut |
The internal look-up textures (LUT) texture. | InternalLut |
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 |