Quick answer: Source = Active Color. Pass Material assigned (Shader Graph with Full Screen Pass target). Event = After Rendering Post Processing.
Vignette material via Full Screen Pass renderer feature. Frame Debugger shows the pass but output is blank.
The Fix
URP Renderer → + Full Screen Pass:
Pass Material: M_Vignette
Source: Active Color
Set Inverted Depth: false
Render Pass Event: After Rendering Post Processing
Shader Graph (Full Screen target):
Vertex output via SCREEN_POSITION
Fragment samples _BlitTexture for input
Active Color binds the current camera color render target. Custom shader reads via _BlitTexture and outputs modified color.
Verifying
Vignette darkens edges. Frame Debugger shows the pass with non-zero output. Without Source set: blank or noise.
“Active Color. Right shader target. Effect lands.”
Related Issues
For Render Objects mask, see Render Objects. For RenderGraph custom pass, see RenderGraph.
Active Color. Material. Event right.