Version: Unity 6.1 Alpha (6000.1)
Language : English
Custom render pass workflow in URP
Render graph system in URP

Blit in URP

To 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.
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from one texture to another in a custom render pass 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
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(URP), use the Blitter API from the Core Scriptable Render Pipeline (SRP).

Note: Don’t use the CommandBuffer.Blit or Graphics.Blit APIs, or APIs that use them internally such as RenderingUtils.Blit. These APIs might break XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
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rendering, and aren’t compatible with native render passes.

For example in the Execute function in a render pass, add the following:

{
    Blitter.BlitCameraTexture(commandBuffer, sourceTexture, destinationTexture, materialToUse, passNumber);
}

For a full example, refer to Example of a Scriptable Renderer Feature in Compatibility Mode.

Additional resources

Custom render pass workflow in URP
Render graph system in URP