Using textures
How to access and use textures in a custom render pass in the Universal Render Pipeline (URP).
| Page | Description |
|---|---|
| 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. |
| Blit input and output textures | Blit a camera color texture to an output texture, then set the output texture as a global shader property. |
| Blit multiple RTHandle textures | An example of a blit operation that involves multiple RTHandle textures and a custom shader effect. |