Version: Unity 6.6 Alpha (6000.6)
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Example of creating a custom rendering effect using a Render Objects Renderer Feature in URP
Custom render pass workflow in URP

Render Objects Renderer Feature reference for URP

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.

Properties

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.

Filters

Property Description
Queue Renders objects only from the selected queue. The options are:
  • Opaque: Renders objects only from the opaque render queue.
  • Transparent: Renders objects only from the transparent render queue.
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.

Overrides

Property Description
Override Mode Sets the material override mode. The options are:
  • None: Doesn’t override the material or shader.
  • Material: Overrides the material and replaces all properties.
  • Shader: Overrides the shader only and maintains current properties.
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:
  • Disabled: Doesn’t perform a depth test.
  • Never: The pixel never passes the depth test.
  • Less: Passes if the incoming depth value is less than the stored depth.
  • Equal: Passes if the incoming depth value equals the stored depth.
  • Less Equal: Passes if the incoming depth value is less than or equal to the stored depth.
  • Greater: Passes if the incoming depth value is greater than the stored depth.
  • Not Equal: Passes if the incoming depth value isn’t equal to the stored depth.
  • Greater Equal: Passes if the incoming depth value is greater than or equal to the stored depth.
  • Always: The pixel always passes the depth test.
This property is available only when Depth is enabled.
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:
  • Disabled: Doesn’t perform a stencil test.
  • Never: The stencil test never passes.
  • Less: Passes if the reference value is less than the stencil buffer value.
  • Equal: Passes if the reference value equals the stencil buffer value.
  • Less Equal: Passes if the reference value is less than or equal to the stencil buffer value.
  • Greater: Passes if the reference value is greater than the stencil buffer value.
  • Not Equal: Passes if the reference value isn’t equal to the stencil buffer value.
  • Greater Equal: Passes if the reference value is greater than or equal to the stencil buffer value.
  • Always: The stencil test always passes.
This property is available only when Stencil is enabled.
Pass Sets the operation to perform on the stencil buffer value when the stencil test passes. The options are:
  • Keep: Keeps the current contents of the stencil buffer.
  • Zero: Writes 0 into the stencil buffer.
  • Replace: Writes the reference value into the buffer.
  • Increment Saturate: Increments the current value in the buffer. If the value is 255 already, it stays at 255.
  • Decrement Saturate: Decrements the current value in the buffer. If the value is 0 already, it stays at 0.
  • Invert: Negates all the bits of the current value in the buffer.
  • Increment Wrap: Increments the current value in the buffer. If the value is 255 already, it becomes 0.
  • Decrement Wrap: Decrements the current value in the buffer. If the value is 0 already, it becomes 255.
This property is available only when Stencil is enabled.
Fail Sets the operation to perform on the stencil buffer value when the stencil test fails. The options are:
  • Keep: Keeps the current contents of the stencil buffer.
  • Zero: Writes 0 into the stencil buffer.
  • Replace: Writes the reference value into the buffer.
  • Increment Saturate: Increments the current value in the buffer. If the value is 255 already, it stays at 255.
  • Decrement Saturate: Decrements the current value in the buffer. If the value is 0 already, it stays at 0.
  • Invert: Negates all the bits of the current value in the buffer.
  • Increment Wrap: Increments the current value in the buffer. If the value is 255 already, it becomes 0.
  • Decrement Wrap: Decrements the current value in the buffer. If the value is 0 already, it becomes 255.
This property is available only when Stencil is enabled.
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:
  • Keep: Keeps the current contents of the stencil buffer.
  • Zero: Writes 0 into the stencil buffer.
  • Replace: Writes the reference value into the buffer.
  • Increment Saturate: Increments the current value in the buffer. If the value is 255 already, it stays at 255.
  • Decrement Saturate: Decrements the current value in the buffer. If the value is 0 already, it stays at 0.
  • Invert: Negates all the bits of the current value in the buffer.
  • Increment Wrap: Increments the current value in the buffer. If the value is 255 already, it becomes 0.
  • Decrement Wrap: Decrements the current value in the buffer. If the value is 0 already, it becomes 255.
This property is available only when Stencil is enabled.
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.
Example of creating a custom rendering effect using a Render Objects Renderer Feature in URP
Custom render pass workflow in URP