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    Using textures

    How to access and use textures in a custom render pass in the Universal Render Pipeline (URP).

    Page Description
    Blit Understand the different ways to perform a blit operation in URP and best practices to follow when writing custom render passes.
    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.

    Additional resources

    • The blit examples in the URP Package Samples
    • Example of a complete Scriptable Renderer Feature
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