# Full Screen Pass Renderer Feature reference for URP

> Understand the Full Screen Pass Renderer Feature.

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](/engine/6000.3/manual/post-processing-and-full-screen-effects/urp/custom-post-processing/custom-effect-low-code.md).

## 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](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/customizing-urp/inject-a-render-pass/custom-pass-injection-points.md).                                                                                                                                                                                                                                                                                                                                                 |
| **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](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/urp-reference/universalrp-asset.md).**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](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/urp-reference/universalrp-asset.md).**Motion**: Creates a motion vector texture. For more information, refer to [Motion vectors render pass](/engine/6000.3/manual/cameras/urp/motion-vectors/render-pass.md). |
| **Fetch Color Buffer** | Allows the full screen render pass to access the color texture the camera currently targets. Unity binds the texture to the `_BlitTexture` texture in the shader.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| **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. Use the **New** dropdown to create a new material and its associated shader from a template. The options are the following:**SRP Blit Shader**: Creates a new shader using Unity’s Scriptable Render Pipeline (SRP) Blit template.**ShaderGraph Fullscreen**: Creates a new material or material variant from a new shader graph asset based on the **Fullscreen Basic URP** shader graph template, which uses the [**URP Fullscreen** material type](/engine/6000.3/manual/materials-and-shaders/built-in/shaders-in-universalrp/prebuilt-shader-graphs-urp/fullscreen.md).**Note**: To define if Unity creates a material or a material variant from the shader graph asset, refer to the **Graph Template Workflow** option in the [Shader Graph Preferences](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Shader-Graph-Preferences.html).                                                      |
| **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

* [Adding pre-built effects via Renderer Features in URP](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/customizing-urp/urp-renderer-feature.md)
