Textures in the Render Graph system in URP
Access and use textures in your render passes.
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How to access and use textures in custom render passes in the Universal Render Pipeline (URP).
Page | Description |
|---|---|
| Read or write to a texture in a render pass | Set a texture as an input or output for a render pass. |
| Create a temporary texture for a single frame | Create a temporary texture in a render pass, also known as an internal resource. |
| Use a texture in multiple render passes | Point render graph to an external texture, set a texture as a global texture, or add a texture to the frame data. |
Additional resources
- Use frame data
- The blit examples in the URP RenderGraph Samples