Version: Unity 6 (6000.0)
Language : English
Get the current framebuffer via framebuffer fetch in URP
Draw objects in the render graph system in URP

Frame data textures reference for URP

You can fetch the following textures from the frame data.

Color data

Property Texture URP shaderA program that runs on the GPU. More info
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pass that writes to the texture
activeColorTexture The color texture the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
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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-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
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, 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). Any pass, depending on your settings
cameraOpaqueTexture A texture with the opaque objects in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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, 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 bufferA memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info
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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 blitsA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
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cameraDepth to the back buffer near the end of a frame.
Any pass, depending on your settings
cameraDepth The depth buffer from the render textureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
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the camera currently renders to. Avoid targeting cameraDepth, because URP uses this buffer for most of its own rendering.
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
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(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
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 occlusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface.
See in Glossary
.
SSAO

Additional resources

Get the current framebuffer via framebuffer fetch in URP
Draw objects in the render graph system in URP