# Frame data textures reference for URP

> Explore the textures you can fetch from the current frame or previous frames.

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](/engine/6000.3/manual/post-processing-and-full-screen-effects/urp/integration-with-post-processing.md), URP writes to this texture at the end of rendering, unless you enable [HDR Debug Views](/engine/6000.3/manual/materials-and-shaders/graphics-color/hdr/hdr-in-urp/hdr-output-debug-views-urp.md). 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)](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/anti-aliasing.md#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](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/urp-reference/universalrp-asset.md).                                                                                                                                                                                                                               | `CopyColor`                                    |
| `debugScreenTexture`    | If you enable [HDR Debug Views](/engine/6000.3/manual/materials-and-shaders/graphics-color/hdr/hdr-in-urp/hdr-output-debug-views-urp.md), URP writes the output of [post-processing](/engine/6000.3/manual/post-processing-and-full-screen-effects/urp/integration-with-post-processing.md) 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](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/urp-reference/urp-universal-renderer.md) or **Depth Texture** in the active [URP asset](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/urp-reference/universalrp-asset.md). If you use the [Deferred render path](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/introduction/urp-concepts/rendering-paths/deferred-rendering-path.md), `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](/engine/6000.3/manual/visual-effects/decals/renderer-feature-decal/reference.md#dbuffer). | `Decals`                                       |
| `dBufferDepth` | The Decals depth texture. Refer to [DBuffer](/engine/6000.3/manual/visual-effects/decals/renderer-feature-decal/reference.md#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](/engine/6000.3/manual/cameras/urp/motion-vectors/motion-vectors.md). | `Camera Motion Vectors` and `MotionVectors`    |
| `motionVectorDepth` | The motion vectors depth texture. Refer to [motion vectors](/engine/6000.3/manual/cameras/urp/motion-vectors/motion-vectors.md). | `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](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/introduction/urp-concepts/rendering-paths/deferred-rendering-path/g-buffer-layout.md). | `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](/engine/6000.3/manual/lighting-overview/lighting/rendering-layers.md)                                                                    | `DrawOpaques` or the `DepthNormals` prepass, depending on your settings. |
| `ssaoTexture`            | The Screen Space Ambient Occlusion (SSAO) texture. Refer to [Ambient occlusion](/engine/6000.3/manual/lighting-overview/lighting/shadows-in-urp/post-processing-ssao/ssao.md).                     | `SSAO`                                                                   |

## Additional resources

* [Using frame data in the render graph system](/engine/6000.3/manual/render-pipelines/universal-render-pipeline/customizing-urp/render-graph/frame-data.md)
