How to access and use textures in a custom render pass in the Universal Render Pipeline (URP).
|Page|Description|
|-|-|
|Create a texture in the render graph system|Create a texture in a render graph system render pass.|
|Import a texture into the render graph system|To create or use a render texture in a render graph system render pass, use the RTHandle
API.|
|Use a texture in a render pass|To allow a render pass to read from or write to a texture, use the render graph system API to set the texture as an input or output.|
|Transfer a texture between passes|Set a texture as a global texture, or add the texture to the frame data.|
|URP blit best practices|Understand the different ways to perform a blit operation in URP and best practices to follow when writing custom render passes.|
|Perform a full screen blit in URP|An example of creating a custom render pass and a custom Scriptable Renderer Feature that performs a full screen blit.|