Version: Unity 6 (6000.0)
Language : English
Example of creating a custom rendering effect via the Render Objects Renderer Feature in URP
Custom render pass workflow in URP

Render Objects Renderer Feature reference for URP

Refer to: How to use the Render Objects Renderer Feature.

Properties

The Render Objects Renderer Feature contains the following properties.

Property Description
Name Use this field to edit the name of the feature.
Event The event in the URP queue when Unity executes this Renderer Feature.
Filters Settings that let you configure which objects this Renderer Feature renders.
Queue Select whether the feature renders opaque or transparent objects.
Layer MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info
See in Glossary
The Renderer Feature renders objects from layers you select in this property.
Pass Names If a Pass in a shaderA program that runs on the GPU. More info
See in Glossary
has the LightMode Pass Tag, this Renderer Feature processes only the shaders where the value of the LightMode Pass Tag equals one of the values in the Pass Names property.
Overrides Settings in this section let you configure overrides for certain properties when rendering with this Renderer Feature.
Override Mode Specify the material override mode.
Material (Override Mode is set to Material) When rendering an object, Unity replaces the Material assigned to it with this Material. This will override all material properties with this material
Shader (Override Mode is set to Shader) When rendering an object, Unity replaces the material assigned to it with this shader. This maintains all material properties and allows the override shader to access these properties. This is currently not SRPBatcher compatible and less performant.
Depth Selecting this option lets you specify how this Renderer Feature affects or uses the Depth buffer. This option contains the following items:
Write Depth: this option defines whether the Renderer Feature updates the Depth buffer when rendering objects.
Depth Test: the condition which determines when this Renderer Feature renders pixels of a given object.
Stencil With this check box selected, the Renderer processes the Stencil buffer values.
For more information on how Unity works with the Stencil buffer, refer to ShaderLab: Stencil.
Camera Selecting this option lets you override the following Camera properties:
Field of View: when rendering objects, the Renderer Feature uses this Field of View instead of the value specified on the Camera.
Position Offset: when rendering objects, the Renderer Feature moves them by this offset.
Restore: with this option selected, the Renderer Feature restores the original Camera matrices after executing the render passes in this Renderer Feature.
Example of creating a custom rendering effect via the Render Objects Renderer Feature in URP
Custom render pass workflow in URP