# Optimize frames by fetching data from the framebuffer

> Fetch data that a previous render pass wrote to GPU memory, instead of writing it to a separate texture and reading it back.

Fetch data that a previous render pass wrote to GPU memory, instead of writing it to a separate texture and reading it back.

Use the `SetInputAttachment` API to read another pass's output, such as color or depth, directly from on-chip memory. This speeds up rendering, especially on mobile devices that use tile-based deferred rendering (TBDR).

| **Page**                                                                                                                                                                       | **Description**                                                                                                   |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------- |
| [Get the current framebuffer from GPU memory in URP](/engine/6000.6/manual/analysis/graphics-performance-profiling/in-urp/framebuffer-fetch/render-graph-framebuffer-fetch.md) | Use the `SetInputAttachment` API to read the frame that Unity has rendered so far.                                |
| [Get the current depth buffer from GPU memory in URP](/engine/6000.6/manual/analysis/graphics-performance-profiling/in-urp/framebuffer-fetch/read-depth-input-attachment.md)   | Use a depth input attachment to read the current pixel depth from GPU memory instead of sampling a depth texture. |

## Additional resources

* [Render graph system in URP](/engine/6000.6/manual/render-pipelines/universal-render-pipeline/customizing-urp/render-graph.md)
* [Render Objects Renderer Feature reference](/engine/6000.6/manual/render-pipelines/universal-render-pipeline/customizing-urp/urp-renderer-feature/renderer-feature-render-objects.md)
