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Use this when you are compositing in Nuke, Fusion, After Effects, or Resolve and you want geometry IDs, lighting components, depth, normals, or motion vectors as separate channels.
The Mattes tab of the ScreenshotKit window

The Mattes tab: Cryptomatte output format, then the Segmentation, Camera & Depth, Lighting Components, and Data Buffers pass groups, and the render button.

Steps

1

Open the Mattes tab

In the ScreenshotKit window, click the Mattes tab.
2

Pick a Cryptomatte Output mode

3

Pick a Segmentation Mode (Multi-layer EXR mode)

  • By GameObject: every unique GameObject gets its own ID.
  • By Material: every unique material is one ID.
  • By Layer ID: IDs come from Unity’s layer bitmask.
4

Enable passes

Enable the passes you want from the four groups:
  • Segmentation: Object ID, Material ID, Layer ID, Alpha
  • Camera & Depth: Depth (Linear), Depth (Raw), Lightmap
  • Lighting Components: Diffuse, Specular, Reflection, Refraction, Emission, Shadow, Ambient Occlusion
  • Data Buffers: Normals, Motion Vectors, World Position, Stencil
5

Render

Either click Render Selected Passes to render only the matte passes, or go back to the Capture tab, enable Render Mattes under Settings, and take a normal screenshot. Every enabled pass is rendered alongside the beauty pass.

Result

One file per enabled pass, named with the pass suffix (for example MyCam_ObjectID.exr, MyCam_Normals.png). Multi-layer EXR mode forces .exr for ID passes regardless of the global image format setting.
AOV passes need URP for full fidelity. On the Built-in render pipeline, lighting and data-buffer passes fall back to a standard Diffuse render, so you will get a lit image where you expected normals. HDRP is detected and reported but not actively supported for AOV passes.
For compositing, Multi-layer EXR is what you want. Simple RGB24 exists only because the hue-rotated PNGs are readable as thumbnails.
Depth (Linear) is normalised 0 to 1 across the camera’s near and far planes. Depth (Raw) is the unprocessed Z-buffer.

See also