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Unity Engine


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

activeColorTexture
The color texture the camera currently targets.Any pass, depending on your settings
afterPostProcessColor
The main color texture after URP's post processing passes.
UberPost
backBufferColor 
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
debugScreenTexture
for more information.
Any pass, depending on your settings
cameraColor
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
ScriptableRenderPass.requiresIntermediateTexture
to
true
.
Any pass, depending on your settings
cameraOpaqueTexture
A texture with the opaque objects in the scene, if you enable Opaque Texture in the URP asset.
CopyColor
debugScreenTexture
If you enable HDR Debug Views, URP writes the output of post-processing to this texture instead of
backBufferColor
.
uberPost
and
finalPost

Depth data

Property

Texture

URP shader pass that writes to the texture

activeDepthTexture
The depth buffer the GPU currently renders to. This is either
backBufferDepth
or
cameraDepth
.
Any pass, depending on your settings
backBufferDepth 
The depth buffer of the screen back buffer. If you target
backBufferDepth
, any changes you make are overwritten when URP blits
cameraDepth
to the back buffer near the end of a frame.
Any pass, depending on your settings
cameraDepth
The depth buffer from the render texture the camera currently renders to. Avoid targeting
cameraDepth
, because URP uses this buffer for most of its own rendering. To use this texture, set
ScriptableRenderPass.requiresIntermediateTexture
to
true
.
Any pass, depending on your settings
cameraDepthTexture
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,
cameraDepthTexture
is a color format instead of a depth format.
CopyDepth
or
DepthPrepass
cameraNormalsTexture
The scene normals texture. Contains the scene depth for objects with shaders that have a
DepthNormals
pass.
DepthNormals
prepass

Shadow data

Property

Texture

URP shader pass that writes to the texture

additionalShadowsTexture 
The additional shadow map.
ShadowCaster
mainShadowsTexture 
The main shadow map.
ShadowCaster

Decal data

Property

Texture

URP shader pass that writes to the texture

dBuffer
The Decals texture. For more information about the decals texture, refer to DBuffer.
Decals
dBufferDepth
The Decals depth texture. Refer to DBuffer.
Decals

Motion vector data

Property

Texture

URP shader pass that writes to the texture

motionVectorColor
The motion vectors color texture. Refer to motion vectors.
Camera Motion Vectors
and
MotionVectors
motionVectorDepth
The motion vectors depth texture. Refer to motion vectors.
Camera Motion Vectors
and
MotionVectors

Other data

Property

Texture

URP shader pass that writes to the texture

gBuffer
The G-buffer textures. Refer to G-buffer.
GBuffer
internalColorLut
The internal look-up textures (LUT) texture.
InternalLut
overlayUITexture
The overlay UI texture.
DrawScreenSpaceUI
renderingLayersTexture
The Rendering Layers texture. Refer to Rendering layers
DrawOpaques
or the
DepthNormals
prepass, depending on your settings.
ssaoTexture
The Screen Space Ambient Occlusion (SSAO) texture. Refer to Ambient occlusion.
SSAO

Additional resources