Frame data textures reference for URP
Explore the textures you can fetch from the current frame or previous frames.
Read time 3 minutesLast updated 21 days ago
You can fetch the following textures from the frame data.
Color data
Property | Texture | URP shader pass that writes to the texture |
|---|---|---|
| The color texture the camera currently targets. | Any pass, depending on your settings |
| The main color texture after URP's post processing passes. | |
| The color texture of the screen back buffer. If you use post-processing, URP writes to this texture at the end of rendering, unless you enable HDR Debug Views. Refer to | Any pass, depending on your settings |
| The main color texture for the camera. You can store multiple samples in this texture if you enable Multisample Anti-aliasing (MSAA). To use this texture, set | Any pass, depending on your settings |
| A texture with the opaque objects in the scene, if you enable Opaque Texture in the URP asset. | |
| If you enable HDR Debug Views, URP writes the output of post-processing to this texture instead of | |
Depth data
Property | Texture | URP shader pass that writes to the texture |
|---|---|---|
| The depth buffer the GPU currently renders to. This is either | Any pass, depending on your settings |
| The depth buffer of the screen back buffer. If you target | Any pass, depending on your settings |
| The depth buffer from the render texture the camera currently renders to. Avoid targeting | Any pass, depending on your settings |
| A depth texture copy of the depth buffer, if you enable Depth Priming Mode in the renderer or Depth Texture in the active URP asset. If you use the Deferred render path, | |
| The scene normals texture. Contains the scene depth for objects with shaders that have a | |
Shadow data
Property | Texture | URP shader pass that writes to the texture |
|---|---|---|
| The additional shadow map. | |
| The main shadow map. | |
Decal data
Property | Texture | URP shader pass that writes to the texture |
|---|---|---|
| The Decals texture. For more information about the decals texture, refer to DBuffer. | |
| The Decals depth texture. Refer to DBuffer. | |
Motion vector data
Property | Texture | URP shader pass that writes to the texture |
|---|---|---|
| The motion vectors color texture. Refer to motion vectors. | |
| The motion vectors depth texture. Refer to motion vectors. | |
Other data
Property | Texture | URP shader pass that writes to the texture |
|---|---|---|
| The G-buffer textures. Refer to G-buffer. | |
| The internal look-up textures (LUT) texture. | |
| The overlay UI texture. | |
| The Rendering Layers texture. Refer to Rendering layers | |
| The Screen Space Ambient Occlusion (SSAO) texture. Refer to Ambient occlusion. | |