# How to inject a custom render pass into the URP frame rendering via scripting This page describes how to inject a custom render pass into the URP frame rendering via scripting, without implementing a custom renderer feature. 1. Subscribe a method to one of the events in the [RenderPipelineManager](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager.html) class. 2. In the subscribed method, use the `EnqueuePass` method of a `ScriptableRenderer` instance to inject a custom render pass into the URP frame rendering. Example code: ```C# public class EnqueuePass : MonoBehaviour { [SerializeField] private BlurSettings settings; private BlurRenderPass blurRenderPass; private void OnEnable() { ... blurRenderPass = new BlurRenderPass(settings); // Subscribe the OnBeginCamera method to the beginCameraRendering event. RenderPipelineManager.beginCameraRendering += OnBeginCamera; } private void OnDisable() { RenderPipelineManager.beginCameraRendering -= OnBeginCamera; blurRenderPass.Dispose(); ... } private void OnBeginCamera(ScriptableRenderContext context, Camera cam) { ... // Use the EnqueuePass method to inject a custom render pass cam.GetUniversalAdditionalCameraData() .scriptableRenderer.EnqueuePass(blurRenderPass); } } ```