Get data from the current frame in URP
Fetch the textures URP creates for the current frame.
Read time 2 minutesLast updated a month ago
You can fetch the textures that the Universal Render Pipeline (URP) creates for the current frame, for example the active color buffer or a G-buffer texture, and use them in your render passes.
These textures are called frame data, resource data, or frame resources. This documentation refers to these textures as frame data.
Some textures might not exist in the frame data, depending on which injection point you use to insert your custom render pass into the URP frame rendering loop. For more information about which textures exist when, refer to Injection points reference.
Get frame data
The frame data is in the object that URP provides when you override the method.
ContextContainerRecordRenderGraphFollow these steps to get a handle to a texture in the frame data:
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Get all the frame data as aobject, using the
UniversalResourceDatamethod of theGetobject.ContextContainerFor example:public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext){ using (var builder = renderGraph.AddRasterRenderPass<PassData>("Get frame data", out var passData)) { UniversalResourceData frameData = frameContext.Get<UniversalResourceData>(); }} -
Get the handle to a texture in the frame data.For example, the following gets a handle to the active color texture:TextureHandle activeColorTexture = frameData.activeColorTexture;
You can then read from and write to the texture. Refer to Use a texture in a render pass.
The texture handle is valid only for the current render graph in the current frame.
You can use the ConfigureInput API to make sure URP generates the texture you need in the frame data.
Example
For a full example, refer to the examples called TextureReferenceWithFrameData and BlitWithFrameData in the Universal Render Pipeline (URP) package samples.