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    Using textures

    How to access and use textures in a custom render pass in the Universal Render Pipeline (URP).

    Page Description
    Create a render graph system texture Create a texture in a render graph system render pass.
    Import a texture into the render graph system Use the RTHandle API to create or use a render texture in a render graph system render pass.
    Use a texture in a render pass Use the render graph system API to set a texture as an input or output, so the render pass can read from or write to it.
    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.

    Additional resources

    • Use frame data
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