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.
The Full Screen Pass Renderer Feature contains the following properties.
Property | Description |
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Name | Sets the name of the Full Screen Pass Renderer Feature. |
Injection Point | Sets when Unity renders the effect. The options are the following:
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:
|
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 infoSee 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. |