Get the current framebuffer from GPU memory in URP
Draw objects in the render graph system in URP
Frame data textures reference for URP
You can fetch the following textures from the frame data.
Color data
| Property |
Texture |
URP shader pass that writes to the texture |
activeColorTexture |
The color texture the camera 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). To use this texture, set ScriptableRenderPass.requiresIntermediateTexture to true. |
Any pass, depending on your settings |
cameraOpaqueTexture |
A texture with the opaque objects in the scene, 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
|
Depth data
| Property |
Texture |
URP shader pass that writes to the texture |
activeDepthTexture |
The depth buffer 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 blits cameraDepth to the back buffer near the end of a frame. |
Any pass, depending on your settings |
cameraDepth |
The depth buffer from the render texture the camera currently renders to. Avoid targeting cameraDepth, because URP uses this buffer for most of its own rendering. To use this texture, set ScriptableRenderPass.requiresIntermediateTexture to true. |
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 |
Shadow data
| Property |
Texture |
URP shader pass that writes to the texture |
additionalShadowsTexture |
The additional shadow map. |
ShadowCaster |
mainShadowsTexture |
The main shadow map. |
ShadowCaster |
Decal data
| 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 |
Motion vector data
| 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
|
Other data
| 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 texture. |
DrawScreenSpaceUI |
renderingLayersTexture |
The Rendering Layers texture. Refer to Rendering layersA layer that defines how specific effects are applied across different objects. Rendering layers don’t define draw order. They’re selection groups you assign objects to. Rendering layers let lights, decals, shadows, and custom passes include or ignore specific objects. See in Glossary |
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 |
Additional resources
Get the current framebuffer from GPU memory in URP
Draw objects in the render graph system in URP