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Textures in the Render Graph system in URP

Access and use textures in your render passes.
Read time 1 minuteLast updated a month ago

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

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Description

Read or write to a texture in a render passSet a texture as an input or output for a render pass.
Create a temporary texture for a single frameCreate a temporary texture in a render pass, also known as an internal resource.
Use a texture in multiple render passesPoint render graph to an external texture, set a texture as a global texture, or add a texture to the frame data.

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