# How to create a custom post-processing effect The example on this page shows how to use a Full Screen Render Pass to create a grayscale custom post-processing effect. ## Prerequisites This example requires the following: - A Unity project with the URP package installed. - The **Scriptable Render Pipeline Settings** property refers to a URP asset (**Project Settings** > **Graphics** > **Scriptable Render Pipeline Settings**). ## Create a Fullscreen Shader Graph You must create a Fullscreen Shader Graph to create a custom post-processing effect. 1. Create a new Shader Graph in your Project. To do this right-click in the Project window and select **Create** > **Shader Graph** > **URP** > **Fullscreen Shader Graph**. 2. Add a **URP Sample Buffer** node. To do this right-click in the Shader Graph window, and select **Create Node**. Then locate and select **URP Sample Buffer**. 3. In the **URP Sample Buffer** node's **Source Buffer** dropdown menu, select **BlitSource**. 4. Add a **Vector 3** node. 5. Assign the **Vector 3** node the following values: - **X** = 0.2126 - **Y** = 0.7152 - **Z** = 0.0722 6. Add a **Dot Product** node. 7. Connect the nodes as shown below. ![Grayscale Fullscreen Shader Graph with all nodes connected.](../Images/post-proc/custom-effect/grayscale-effect-shader-graph.png) | Node | Connection | | --------------------- | ---------------------------------- | | **URP Sample Buffer** | **Output** to **Dot Product A** | | **Vector 3** | **Out** to **Dot Product B** | | **Dot Product** | **Out** to **Fragment Base Color** | 8. Save your Shader Graph. 9. Create a new Material in your Project. To do this right-click in the Project window and select **Create** > **Material**. 10. Apply the Shader Graph shader to the Material. To do this, open the Material in the Inspector and select **Shader** > **Shader Graphs**, then select the Shader Graph you created in the previous steps. ## Use the Material in a Full Screen Pass Renderer Feature Once you've created a compatible Shader Graph and Material, you can use the Material with a Full Screen Pass Renderer Feature to create a custom post-processing effect. 1. In the Project window, select a URP Renderer. 2. In the Inspector, click **Add Renderer Feature** and select **Full Screen Pass Renderer Feature**. For more information on adding Renderer Features see [How to add a Renderer Feature to a Renderer](./../urp-renderer-feature-how-to-add.md). 3. Set the **Post Process Material** to the Material you created with the Fullscreen Shader Graph. 4. Set **Injection Point** to **After Rendering Post Processing**. 5. Set **Requirements** to **Color**. You should now see the effect in both Scene view and Game view. ![Example scene with a grayscale custom post-processing effect.](../Images/post-proc/custom-effect/grayscale-custom-effect.png)
*Example scene with a grayscale custom post-processing effect.*