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.
You can use this Renderer Feature to create custom post-processing effects.
How to use the feature
To add the Renderer Feature to your scene:
- Add the Full Screen Pass Renderer Feature to the URP Renderer.
Refer to the following page for an example of how to use this feature:
Properties
The Full Screen Pass Renderer Feature contains the following properties.
Property |
Description |
Name |
Name of the Full Screen Pass Renderer Feature. |
Pass Material |
The Material the Renderer Feature uses to render the effect. |
Injection Point |
Select when the effect is rendered:- Before Rendering Transparents: Add the effect after the skybox pass and before the transparents pass.
- Before Rendering Post Processing: Add the effect after the transparents pass and before the post-processing pass.
- After Rendering Post Processing: Add the effect after the post-processing pass and before AfterRendering pass.
After Rendering Post Processing is the default setting. |
Requirements |
Select one or more of the following passes for the Renderer Feature to use:- None: Add no additional passes.
- Everything: Adds all additional passes available (Depth, Normal, Color, and Motion).
- Depth: Adds a depth prepass to enable the use of depth values. For more information, refer to Depth Texture in Camera Inspector window reference
- Normal: Enables the use of normal vector data.
- Color: Copies color data of a screen to the _BlitTexture texture inside the shader.
- Motion: Enables the use of motion vectors.
Color is the default setting. |
Pass Index |
Select a specific pass inside the Pass Material's shader for the Pass Material to use.
This option is hidden by default. To access this option, click ⋮ in the Renderer Feature section of the Inspector and select Show Additional Properties. |
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