| Pass | Group | What it captures |
|---|---|---|
| Object ID | Segmentation | Per-GameObject ID, hashed (Cryptomatte 1.2.0). |
| Material ID | Segmentation | Per-unique-material ID. |
| Layer ID | Segmentation | Unity layer bitmask. |
| Alpha | Segmentation | Geometry silhouette. |
| Depth (Linear) | Camera & Depth | Linear depth normalised 0 to 1 across near and far planes. |
| Depth (Raw) | Camera & Depth | Unprocessed Z-buffer values. |
| Lightmap | Camera & Depth | Baked lightmap data. |
| Diffuse | Lighting Components | Diffuse lighting only. |
| Specular | Lighting Components | Specular highlights only. |
| Reflection | Lighting Components | Reflections (environment / probe contribution). |
| Refraction | Lighting Components | Refraction contribution through transparent materials. |
| Emission | Lighting Components | Self-emissive contribution. |
| Shadow | Lighting Components | Shadow contribution. |
| Ambient Occlusion | Lighting Components | Ambient occlusion contribution. |
| Normals | Data Buffers | World-space surface normals (X, Y, Z in R, G, B, remapped from [-1, 1] to [0, 1]). |
| Motion Vectors | Data Buffers | Screen-space per-pixel motion between consecutive captures. |
| World Position | Data Buffers | World-space position per pixel. |
| Stencil | Data Buffers | Stencil buffer values. |
Lighting and data-buffer passes need URP for full fidelity. On the Built-in render pipeline they fall back to a standard Diffuse render.
See also
- Cryptomatte & AOV workflow for output modes and segmentation options.