# OnRenderImage(RenderTexture, RenderTexture)

> Event function that Unity calls after a Camera has finished rendering, that allows you to modify the Camera's final image.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)

## OnRenderImage()

```csharp
public void OnRenderImage(RenderTexture renderTexture, RenderTexture renderTexture2)
```

### Parameters

**** (\[RenderTexture]\(/engine/6000.7/script-reference/unityengine/rendertexture)): **** (\[RenderTexture]\(/engine/6000.7/script-reference/unityengine/rendertexture)):&#x20;

### Remarks

In the Built-in Render Pipeline, Unity calls `OnRenderImage` on MonoBehaviours that are attached to the same GameObject as an enabled [Camera](/engine/6000.7/script-reference/unityengine/camera.md) component, after the Camera finished rendering. You can use `OnRenderImage` to create a fullscreen post-processing effect. For a full description and code example, see [MonoBehaviour.OnRenderImage(RenderTexture, RenderTexture)](/engine/6000.7/script-reference/unityengine/monobehaviour/onrenderimage.md). `OnRenderImage` is not supported in the Scriptable Render Pipeline. To create custom fullscreen effects in the Universal Render Pipeline (URP), use the [ScriptableRenderPass](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/api/UnityEngine.Rendering.Universal.ScriptableRenderPass.html) API. To create custom fullscreen effects in the High Definition Render Pipeline (HDRP), use a [Fullscreen Custom Pass](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Custom-Pass.html).
