Version: Unity 6.5 Alpha (6000.5)
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Blit using the render graph system in URP
Read or write to a texture in a render pass in URP

Textures in the Render Graph system in URP

How to access and use textures in custom render passes in the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
(URP).

Page Description
Read or write to a texture in a render pass Set a texture as an input or output for a render pass.
Create a temporary texture for a single frame Create a temporary texture in a render pass, also known as an internal resource.
Use a texture in multiple render passes Point render graph to an external texture, set a texture as a global texture, or add a texture to the frame data.

Additional resources

  • Use frame data
  • The blitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
    See in Glossary
    examples in the URP RenderGraph Samples
Blit using the render graph system in URP
Read or write to a texture in a render pass in URP
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