docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Fullscreen Master Stack reference for Shader Graph in URP

    Use the Fullscreen Master Stack to create a Shader Graph material to apply to the entire screen at the end of the rendering process. You can use this to create custom post-process and custom pass effects.

    A full-screen shader that applies a raindrop effect to the screen.

    Contexts

    A shader graph contains the following contexts:

    • Vertex context
    • Fragment context

    The Fullscreen Master Stack has its own Graph Settings that determine which blocks you can use in the Shader Graph contexts.

    This section contains information on the blocks that this Master Stack material type uses by default, and which blocks you can use to affect the Graph Settings.

    Vertex context

    The Vertex context represents the vertex stage of this shader. Unity executes any block you connect to this context in the vertex function of this shader. For more information, refer to Master Stack.

    Vertex blocks are not compatible with the Fullscreen Master Stack.

    Fragment context

    The Fragment context represents the fragment (or pixel) stage of this shader. Unity executes any block you connect to this context in the fragment function of this shader. For more information, refer to Master Stack.

    Default

    When you create a new Fullscreen Master Stack, the Fragment context contains the following blocks by default.

    Property Description Setting Dependency Default Value
    Base Color The base color of the material. None Color.grey
    Alpha The Material's alpha value. This determines how transparent the material is. The expected range is 0 - 1. None 1.0

    Relevant

    The following blocks are also compatible with the Fullscreen master stack.

    Property Description Setting Dependency Default Value
    Eye Depth Scales a value to world space to represent the depth from the near plane. This value represents a point in world space, determined by the platform you use. For more information, refer to The Depth (Z) direction in Shaders. In Graph Settings:
    • Enable Depth Write.
    • Set Depth Write Mode to LinearEye.
    0
    Linear 01 Depth Uses a linear depth value between 0 and 1. In Graph Settings:
    • Enable Depth Write.
    • Set Depth Write Mode to Linear01.
    0
    Raw Depth Samples the depth value from the depth buffer. You can also use this setting with a nonlinear depth value. In Graph Settings:
    • Enable Depth Write.
    • Set Depth Write Mode to Raw.
    0

    Fullscreen Master Stack reference

    For more information about the properties available in the Fullscreen Master Stack, refer to the Master Stack Fullscreen reference for URP.

    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)