# 2. Full Screen Pass Renderer Feature
Part of [[Custom URP Renderer Features]]. Prev: [[1. Renderer Features and Render Graph]]. Next: [[3. ScriptableRendererFeature and AddBlitPass]].
When the effect is "run this material over the screen at a known point," start here. Official 6000.5 custom post-processing: *Create a low-code custom post-processing effect* plus the **Full Screen Pass Renderer Feature** reference.
## 2.1 Add the feature
On the URP **Renderer** asset: **Add Renderer Feature** > **Full Screen Pass Renderer Feature** (confirm the menu label if your URP build wording differs). Official Inspector properties (6000.5):
| Property | Role |
|---|---|
| **Name** | The pass name you will see in tools. |
| **Injection Point** | **Before Rendering Transparents** (after skybox, before transparents); **Before Rendering Post Processing** (after transparents, before post); **After Rendering Post Processing** (default; after post, before the AfterRendering pass). |
| **Requirements** | Extra passes if the shader needs depth, normals, opaque color, or motion vectors. **None** if you only sample the current color via Fetch Color Buffer. **Color** here is the *opaque texture*, not the same thing as Fetch Color Buffer. |
| **Fetch Color Buffer** | Binds the camera's current color target as `_BlitTexture` in the shader. |
| **Bind Depth-Stencil** | Lets the pass use the current depth-stencil. Official note: this has a **performance impact**. |
| **Pass Material** | The material to draw. **New** can create **ShaderGraph Fullscreen**, **ShaderGraph Fullscreen from Template**, or **SRP Blit Shader**. |
| **Pass** | Which shader pass (hidden until Advanced Properties). |
## 2.2 Material
- **Shader Graph:** URP **Fullscreen** material type / Fullscreen Basic URP template. This is the low-code path [[URP Shaders and Shader Graph]] already uses.
- **HLSL:** **Assets > Create > Shader > SRP Blit Shader**, then a material. Official blit docs use this template with `AddBlitPass` as well.
Assign the material, enable **Fetch Color Buffer** if the shader reads the screen, pick an injection point (After Rendering Post Processing is the default "grade on top of everything" slot).
## 2.3 Exercise
Create an SRP Blit or Fullscreen Shader Graph material that tints slightly blue. Add the built-in Feature, Fetch Color Buffer on, After Rendering Post Processing. Play Mode should show the tint. Then switch the injection point to Before Rendering Transparents and note whether transparent sprites / UI / particles are tinted. That is why the slot matters.
## Sources
- Full Screen Pass Renderer Feature reference (6000.5): https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/urp/custom-post-processing/renderer-feature-full-screen-pass
- Custom post-processing in URP (6000.5): https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/urp/custom-post-processing