# Full Screen Pass Renderer Feature reference
Refer to [How to create a custom post-processing effect](../post-processing/post-processing-custom-effect-low-code.md) for information on how to create a full screen effect using the Full Screen Pass Renderer Feature.
## Properties
The Full Screen Pass Renderer Feature contains the following properties.
| Property | Description |
| -------- | ----------- |
| **Name** | Name of the Full Screen Pass Renderer Feature. |
| **Pass Material** | The Material the Renderer Feature uses to render the effect. |
| **Injection Point** | Select when the effect is rendered:
- **Before Rendering Transparents**: Add the effect after the skybox pass and before the transparents pass.
- **Before Rendering Post Processing**: Add the effect after the transparents pass and before the post-processing pass.
- **After Rendering Post Processing**: Add the effect after the post-processing pass and before AfterRendering pass.
**After Rendering Post Processing** is the default setting. |
| **Requirements** | Select one or more of the following passes for the Renderer Feature to use:- **None**: Add no additional passes.
- **Everything**: Adds all additional passes available (Depth, Normal, Color, and Motion).
- **Depth**: Adds a depth prepass to enable the use of depth values.
- **Normal**: Enables the use of normal vector data.
- **Color**: Copies color data of a screen to the _BlitTexture texture inside the shader.
- **Motion**: Enables the use of motion vectors.
**Color** is the default setting. |
| **Pass Index** | Select a specific pass inside the Pass Material's shader for the Pass Material to use.
This option is hidden by default. To access this option, click ⋮ in the Renderer Feature section of the Inspector and select **Show Additional Properties**. |