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Write a render pass using the render graph system in URP
Create a texture in the render graph system in URP

Textures in the Render Graph system in URP

How to access and use textures 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).

Page Description
Create a texture in the render graph system Create a texture in a render graph system render pass.
Import a texture into the render graph system To create or use a render textureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
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in a render graph system render pass, use the RTHandle API.
Use a texture in a render pass To allow a render pass to read from or write to a texture, use the render graph system API to set the texture as an input or output.
Transfer a texture between passes Set a texture as a global texture, or add the texture to the frame data.
Best practice for blitting Understand the different ways to perform a 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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operation in URP and best practices to follow when writing custom render passes.

Additional resources

Write a render pass using the render graph system in URP
Create a texture in the render graph system in URP