View and edit the settings in the Render Objects Renderer Feature to draw objects at a specific point in the frame rendering loop in URP.
To use a Render Objects Renderer Feature, refer to Example of creating a custom rendering effect using a Render Objects Renderer Feature in URP.
The Render Objects Renderer Feature contains the following properties.
| Property | Description |
|---|---|
| Name | Defines the name of the feature. |
| Event | Sets the injection point in the URP queue when Unity executes this renderer feature. |
| Property | Description |
|---|---|
| Queue | Renders objects only from the selected queue. The options are:
|
| 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 |
Renders objects only from the selected layer. |
| LightMode tags | Filters shaderA program that runs on the GPU. More info See in Glossary passes by LightMode tag to render shader passes only with matching tags. |
| Property | Description |
|---|---|
| Override Mode | Sets the material override mode. The options are:
|
| Material | Replaces the material assigned to an object with this material. This overrides all material properties with this material. This property is available only when Override Mode is Material. |
| Shader | Replaces the material assigned to an object with this shader. This maintains all material properties and allows the override shader to access these properties. Note: This is less performant and isn’t compatible with the SRP Batcher. This property is available only when Override Mode is Shader. |
| Pass Index | Sets the pass index for the override material or shader. |
| Depth | Overrides 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 settings. |
| Write Depth | Writes depth buffer values to the depth buffer when rendering objects. This property is available only when Depth is enabled. |
| Depth Test | Specifies the comparison function used to determine when the renderer feature renders pixels of a given object. The options are:
|
| Stencil | Processes and overrides the stencil buffer values. For more information, refer to ShaderLab: Stencil. |
| Value | Sets the reference value to compare against the value in the stencil buffer. Unity writes this value to the buffer if Pass is Replace. This property is available only when Stencil is enabled. |
| Compare Function | Compares the value in Value with the value in the stencil buffer for each pixel. The options are:
|
| Pass | Sets the operation to perform on the stencil buffer value when the stencil test passes. The options are:
|
| Fail | Sets the operation to perform on the stencil buffer value when the stencil test fails. The options are:
|
| Z Fail | Sets the operation to perform on the stencil buffer value when the stencil test passes but the depth test fails. The options are:
|
| 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 |
Overrides camera matrices and uses perspective projection. |
| Field Of View | Defines the field of view when rendering objects, measured in degrees along the vertical axis. Unity uses this value instead of the value specified on the camera. This property is available only when Camera is enabled. |
| Position Offset | Moves objects by this offset from the original camera position. This property is available only when Camera is enabled. |
| Restore | Resets the camera matrices after executing the render passes in this renderer feature. This property is available only when Camera is enabled. |