> ## Documentation Index
> Fetch the complete documentation index at: https://dacruzdev.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Cryptomatte and AOV Pass List in ScreenshotKit

> Complete reference of all 18 AOV and Cryptomatte passes, grouped by category, with a description of what each pass captures.

All 18 passes available in the **Mattes** tab, grouped as they appear in the window.

| 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.                                                               |

<Warning>
  Lighting and data-buffer passes need **URP** for full fidelity. On the Built-in render pipeline they fall back to a standard Diffuse render.
</Warning>

## See also

* [Cryptomatte & AOV workflow](/workflows/cryptomatte-aov) for output modes and segmentation options.
