Version: Unity 6.0 (6000.0)
Language : English
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 Pipeline (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

Blit using the render graph system in URP
Read or write to a texture in a render pass in URP