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
See in Glossary (URP).
Page | Description |
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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 See in Glossary 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. See in Glossary operation in URP and best practices to follow when writing custom render passes. |