Version: Unity 6.2 (6000.2)
Language : English
Create a custom post-processing effect with Volume support in URP
Creating a full-screen shader in Shader Graph in URP

Full Screen Pass Renderer Feature reference for URP

The Full Screen Pass Renderer Feature lets you inject full screen render passes at pre-defined injection points to create full screen effects.

For more information about using a Full Screen Pass Renderer Feature, refer to Create a low-code custom post-processing effect.

Properties

The Full Screen Pass Renderer Feature contains the following properties.

Property Description
Name Sets the name of the Full Screen Pass Renderer Feature.
Injection Point Sets when Unity renders the effect. The options are the following:
  • Before Rendering Transparents: Renders the effect after the skybox and before transparent objects.
  • Before Rendering Post Processing: Renders the effect after transparent objects and before post-processing.
  • After Rendering Post Processing: Renders the effect after post-processing, before the AfterRendering pass.
The default option is After Rendering Post Processing.

For more information, refer to Injection points reference.
Requirements Adds additional render passes so the full screen render pass can use the textures they generate. The options are the following:
  • None: Adds no additional render passes.
  • Everything: Adds depth, normal, color, and motion vector render passes.
  • Depth: Creates a depth texture copy of the depth buffer. For more information, refer to Depth Texture in the URP Asset.
  • Normal: Adds a normals render pass.
  • Color: Creates a texture with the opaque objects in the scene, and binds it to the _BlitTexture texture in the shader. For more information, refer to Opaque Texture in the URP Asset.
  • Motion: Creates a motion vector texture. For more information, refer to Motion vectors render pass.
Fetch Color Buffer Allows the full screen render pass to access the color texture the 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
currently targets. Unity binds the texture to the _BlitTexture texture in the shaderA program that runs on the GPU. More info
See in Glossary
.
Bind Depth-Stencil Allows the full screen render pass to access the depth-stencil texture the camera currently targets. Enabling this property has an impact on performance.
Pass Material Sets the material the Renderer Feature uses to render the effect.
Pass Selects the specific pass inside the Pass Material for the Renderer Feature to use.

This property is hidden by default. To access the property, at the top of the Full Screen Pass Renderer Feature, open the More (⋮) menu and enable Advanced Properties.

Additional resources

Create a custom post-processing effect with Volume support in URP
Creating a full-screen shader in Shader Graph in URP