Refer to: How to use the Render Objects Renderer Feature.
The Render Objects Renderer Feature contains the following properties.
Property | Description |
---|---|
Name | Use this field to edit the name of the feature. |
Event | The event in the URP queue when Unity executes this Renderer Feature. |
Filters | Settings that let you configure which objects this Renderer Feature renders. |
Queue | Select whether the feature renders opaque or transparent objects. |
Layer MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info See in Glossary |
The Renderer Feature renders objects from layers you select in this property. |
Pass Names | If a Pass in a shaderA program that runs on the GPU. More info See in Glossary has the LightMode Pass Tag, this Renderer Feature processes only the shaders where the value of the LightMode Pass Tag equals one of the values in the Pass Names property. |
Overrides | Settings in this section let you configure overrides for certain properties when rendering with this Renderer Feature. |
Override Mode | Specify the material override mode. |
Material | (Override Mode is set to Material) When rendering an object, Unity replaces the Material assigned to it with this Material. This will override all material properties with this material |
Shader | (Override Mode is set to Shader) When rendering an object, Unity replaces the material assigned to it with this shader. This maintains all material properties and allows the override shader to access these properties. This is currently not SRPBatcher compatible and less performant. |
Depth | Selecting this option lets you specify how this Renderer Feature affects or uses the Depth buffer. This option contains the following items: Write Depth: this option defines whether the Renderer Feature updates the Depth buffer when rendering objects. Depth Test: the condition which determines when this Renderer Feature renders pixels of a given object. |
Stencil | With this check box selected, the Renderer processes the Stencil buffer values. For more information on how Unity works with the Stencil buffer, refer to ShaderLab: Stencil. |
Camera | Selecting this option lets you override the following Camera properties: Field of View: when rendering objects, the Renderer Feature uses this Field of View instead of the value specified on the Camera. Position Offset: when rendering objects, the Renderer Feature moves them by this offset. Restore: with this option selected, the Renderer Feature restores the original Camera matrices after executing the render passes in this Renderer Feature. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.