To trigger a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary to render to 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
See in Glossary outside of 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) rendering loop, use the SingleCameraRequest and SubmitRenderRequest APIs in a C# script.
Follow these steps:
Create a render request of the UniversalRenderPipeline.SingleCameraRequest type. For example:
UniversalRenderPipeline.SingleCameraRequest request = new UniversalRenderPipeline.SingleCameraRequest();
Check whether the camera supports the render request type, using the RenderPipeline.SupportsRenderRequest API. For example, to check the main camera:
Camera mainCamera = Camera.main;
if (RenderPipeline.SupportsRenderRequest(mainCamera, request))
{
    ...
}
Set the target of the camera to a RenderTexture object, using the destination parameter of the render request. For example:
request.destination = myRenderTexture;
Render to the render texture using the SubmitRenderRequest API. For example:
RenderPipeline.SubmitRenderRequest(mainCamera, request);
To make sure all cameras finish rendering before you render to the render texture, use either of the following approaches:
The following example renders multiple cameras to multiple render textures. To use the example, follow these steps:
SingleCameraRenderRequest.cs.using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class SingleCameraRenderRequest : MonoBehaviour
{
    public Camera[] cameras;
    public RenderTexture[] renderTextures;
    void Start()
    {
        // Make sure all data is valid before you start the component
        if (cameras == null || cameras.Length == 0 || renderTextures == null || cameras.Length != renderTextures.Length)
        {
            Debug.LogError("Invalid setup");
            return;
        }
        // Start the asynchronous coroutine
        StartCoroutine(RenderSingleRequestNextFrame());
        
        // Call a method called OnEndContextRendering when a camera finishes rendering
        RenderPipelineManager.endContextRendering += OnEndContextRendering;
    }
    void OnEndContextRendering(ScriptableRenderContext context, List<Camera> cameras)
    {
        // Create a log to show cameras have finished rendering
        Debug.Log("All cameras have finished rendering.");
    }
    void OnDestroy()
    {
        // End the subscription to the callback
        RenderPipelineManager.endContextRendering -= OnEndContextRendering;
    }
    IEnumerator RenderSingleRequestNextFrame()
    {
        // Wait for the main camera to finish rendering
        yield return new WaitForEndOfFrame();
        // Enqueue one render request for each camera
        SendSingleRenderRequests();
        // Wait for the end of the frame
        yield return new WaitForEndOfFrame();
        // Restart the coroutine
        StartCoroutine(RenderSingleRequestNextFrame());
    }
    void SendSingleRenderRequests()
    {
        //Iterates over the cameras array.        
        for (int i = 0; i < cameras.Length; i++)
        {
            UniversalRenderPipeline.SingleCameraRequest request =
                new UniversalRenderPipeline.SingleCameraRequest();
            // Check if the active render pipeline supports the render request
            if (RenderPipeline.SupportsRenderRequest(cameras[i], request))
            {
                // Set the destination of the camera output to the matching RenderTexture
                request.destination = renderTextures[i];
                
                // Render the camera output to the RenderTexture synchronously
                RenderPipeline.SubmitRenderRequest(cameras[i], request);
                // At this point, the RenderTexture in renderTextures[i] contains the scene rendered from the point
                // of view of the Camera in cameras[i]
            }
        }
    }
}