Scripting API

UniversalResourceData

class in UnityEngine.Rendering.Universal · Unity.RenderPipelines.Universal.Runtime · inherits from ContextItem

Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix

The frame's textures passes read and write: the camera's color (which passes can replace with a texture of their own), depth, shadow maps.

Properties 18

TextureHandle activeColorTexture { get; }
TextureHandle activeDepthTexture { get; }
TextureHandle additionalShadowsTexture { get; set; }
TextureHandle afterPostProcessColor { get; }
TextureHandle backBufferColor { get; }
TextureHandle backBufferDepth { get; }
TextureHandle cameraColor { get; set; }
TextureHandle cameraDepth { get; set; }
TextureHandle cameraDepthTexture { get; }
TextureHandle cameraNormalsTexture { get; }
TextureHandle cameraOpaqueTexture { get; }
TextureHandle internalColorLut { get; set; }
bool isActiveTargetBackBuffer { get; }

Whether the camera draws straight to the screen (passes then can't read its color): never here.

TextureHandle mainShadowsTexture { get; set; }
TextureHandle motionVectorColor { get; set; }
TextureHandle motionVectorDepth { get; set; }
TextureHandle overlayUITexture { get; }
TextureHandle ssaoTexture { get; }

Methods 2

void Reset()
void SwitchActiveTexturesToBackbuffer()