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2D injection points reference in URP

Explore the injection points that let you inject 2D render passes at different points in the URP frame rendering loop.
Read time 2 minutesLast updated 21 days ago

In a 2D project, URP contains multiple injection points that let you inject render passes into the 2D frame rendering loop and execute them upon different events.
Injection points give a custom render pass access to URP buffers. A render pass has read and write access to all buffers at each injection point.
Unity provides the following events in the
RenderPassEvent2D
API. You can use these events to inject your custom passes.

Injection point

When URP executes the render pass

Render to specific sorting layer

BeforeRendering
Before any other passes in the pipeline for the current camera. Unity hasn't set up camera matrices and stereo rendering at this point. You can use this injection point to draw to custom input textures used later in the pipeline, for example Look-Up Table (LUT) textures.No
BeforeRenderingNormals
Before URP renders normal maps in the Normal2D pass.Yes
AfterRenderingNormals
After URP renders normal maps.Yes
BeforeRenderingShadows
Before URP renders shadows in the Shadow2D pass.Yes
AfterRenderingShadows
After rendering shadows.Yes
BeforeRenderingLights
Before URP renders lighting in the Light2D pass.Yes
AfterRenderingLights
After URP renders lighting.Yes
BeforeRenderingSprites
Before URP renders sprites in the Renderer2D pass.Yes
AfterRenderingSprites
After URP renders sprites.Yes
BeforeRenderingPostProcessing
Before URP renders post-processing effects in the RenderPostProcessingEffects pass.No
AfterRenderingPostProcessing
After URP renders post-processing effects, but before the final blit, post-processing anti-aliasing effects, and color grading.No
AfterRendering
After all other passes.No
Note
If you render to activeColorTexture in the
BeforeRenderingSprites
or
AfterRenderingSprites
injection points, rendering affects all sorting layers behind and up to the specified sorting layer.

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