# 6. Renderer Feature Pitfalls
Part of [[Custom URP Renderer Features]]. Prev: [[5. Worked Example Fullscreen Flash]].
## Compatibility Mode still on
An upgraded project may have **Project Settings > Graphics > Render Graph > Compatibility Mode (Render Graph Disabled)** enabled. Graph-only passes will not run as written. Turn it off and port; do not add an `Execute` path "just in case" in this course.
## Invented URP version numbers
Cite **URP as bundled with 6000.5** and the manuals above. Package Manager is the version authority.
## Blitting back to the camera color
Official blit docs: after you blit to a destination, assign `resources.cameraColor = destination` instead of a second blit back. Double-blit wastes bandwidth and is a common Quest foot-gun.
## `AllowPassCulling(false)` left in production
The official sample says not to. If nothing uses the output, the pass should disappear.
## Capturing `this` in `SetRenderFunc`
Use a static lambda and `PassData` only. A closure over a MonoBehaviour is a correctness and allocation bug.
## Reading camera targets in `AddRenderPasses`
Unity 6 upgrade notes: targets may not be allocated there. Enqueue in `AddRenderPasses`; declare textures in `RecordRenderGraph`.
## Feature on the wrong renderer
The camera must use the renderer asset you edited. A 2D Renderer / pipeline may not list the same features or injection points.
## Photosensitivity and reduced motion
A fullscreen flash is an accessibility issue. Offer an off switch ([[Accessibility]]).
## Every camera, every frame
Skip preview/reflection cameras when the effect is gameplay-only. Confirm camera type via `UniversalCameraData` in *your* API.
## Volume support invented from memory
If you need a Volume-driven custom effect, follow the official 6000.5 page **Create a custom post-processing effect with Volume support**, and [[4. Scripting Volume Overrides]] for the built-in Volume pattern. Do not invent attribute names.
## Sources
- Write a render pass (6000.5): https://docs.unity.com/en-us/engine/6000.5/manual/render-pipelines/universal-render-pipeline/customizing-urp/render-graph/write-render-pass
- Blit (6000.5): https://docs.unity.com/en-us/engine/6000.5/manual/render-pipelines/universal-render-pipeline/customizing-urp/render-graph/blit
- Custom post-processing (6000.5): https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/urp/custom-post-processing