---
uid: urp-renderer-feature-full-screen-pass
---
# Full Screen Pass Renderer Feature reference
The Full Screen Pass Renderer Feature lets you inject full screen render passes at pre-defined injection points to create full screen effects.
You can use this Renderer Feature to create [custom post-processing effects](../post-processing/custom-post-processing.md).
## How to use the feature
To add the Renderer Feature to your scene:
1. [Add the Full Screen Pass Renderer Feature](../urp-renderer-feature-how-to-add.md) to the URP Renderer.
Refer to the following page for an example of how to use this feature:
* [How to create a custom post-processing effect](../post-processing/post-processing-custom-effect-low-code.md).
## Properties
The Full Screen Pass Renderer Feature contains the following properties.
| Property | Description |
| -------- | ----------- |
| **Name** | Name of the Full Screen Pass Renderer Feature. |
| **Pass Material** | The Material the Renderer Feature uses to render the effect. |
| **Injection Point** | Select when the effect is rendered:
- **Before Rendering Transparents**: Add the effect after the skybox pass and before the transparents pass.
- **Before Rendering Post Processing**: Add the effect after the transparents pass and before the post-processing pass.
- **After Rendering Post Processing**: Add the effect after the post-processing pass and before AfterRendering pass.
**After Rendering Post Processing** is the default setting. |
| **Requirements** | Select one or more of the following passes for the Renderer Feature to use:- **None**: Add no additional passes.
- **Everything**: Adds all additional passes available (Depth, Normal, Color, and Motion).
- **Depth**: Adds a depth prepass to enable the use of depth values.
- **Normal**: Enables the use of normal vector data.
- **Color**: Copies color data of a screen to the _BlitTexture texture inside the shader.
- **Motion**: Enables the use of motion vectors.
**Color** is the default setting. |
| **Pass Index** | Select a specific pass inside the Pass Material's shader for the Pass Material to use.
This option is hidden by default. To access this option, click ⋮ in the Renderer Feature section of the Inspector and select **Advanced Properties**. |