Quick answer: Set the ScriptableRenderPass.renderPassEvent to the correct stage (for example AfterRenderingOpaques or BeforeRenderingPostProcessing) so it executes after its inputs exist.

URP injects custom passes at named events in the frame timeline. If your distortion or outline pass needs the opaque texture but runs before opaques finish, it reads nothing. The fix is choosing the right event. Here is how to fix it.

How to fix it

1. Set renderPassEvent precisely

In your ScriptableRenderPass constructor assign renderPassEvent = RenderPassEvent.AfterRenderingTransparents (or the stage your pass needs) so it slots into the timeline correctly.

2. Declare buffer dependencies

If you sample the camera color or depth, request them with ConfigureInput(ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth) so URP guarantees those textures are generated before your pass.

3. Order multiple features

When several features share an event, control relative order by giving them slightly different events or by merging logic; features at the same event run in their list order on the renderer asset.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.