Use the Fullscreen Master Stack to create a ShaderA program that runs on the GPU. More info
See in Glossary Graph material to apply to the entire screen at the end of the rendering process. You can use this to create custom post-process and custom pass effects.
A shader graph contains the following contexts:
The Fullscreen Master Stack has its own Graph Settings that determine which blocks you can use in the Shader Graph contexts.
This section contains information on the blocks that this Master Stack material type uses by default, and which blocks you can use to affect the Graph Settings.
The Vertex context represents the vertex stage of this shader. Unity executes any block you connect to this context in the vertex function of this shader. For more information, refer to Master Stack.
Vertex blocks are not compatible with the Fullscreen Master Stack.
The Fragment context represents the fragment (or pixel) stage of this shader. Unity executes any block you connect to this context in the fragment function of this shader. For more information, refer to Master Stack.
When you create a new Fullscreen Master Stack, the Fragment context contains the following blocks by default.
Property | Description | Setting Dependency | Default Value |
---|---|---|---|
Base Color | The base color of the material. | None | Color.grey |
Alpha | The Material’s alpha value. This determines how transparent the material is. The expected range is 0 - 1. | None | 1.0 |
The following blocks are also compatible with the Fullscreen master stack.
Property | Description | Setting Dependency | Default Value |
---|---|---|---|
Eye Depth | Scales a value to world space to represent the depth from the near plane. This value represents a point in world space, determined by the platform you use. For more information, refer to The Depth (Z) direction in Shaders. | In Graph Settings:
• Enable Depth Write. • Set Depth Write Mode to LinearEye. |
0 |
Linear 01 Depth | Uses a linear depth value between 0 and 1. | In Graph Settings:
• Enable Depth Write. • Set Depth Write Mode to Linear01. |
0 |
Raw Depth | Samples the depth value from the depth buffer. You can also use this setting with a nonlinear depth value. | In Graph Settings:
• Enable Depth Write. • Set Depth Write Mode to Raw. |
0 |
For more information about the properties available in the Fullscreen Master Stack, refer to the Master Stack Fullscreen reference for URP.
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.