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2024-11-01 16:55:46 +08:00
# Using textures
How to access and use textures in a custom render pass in the Universal Render Pipeline (URP).
|Page|Description|
|-|-|
|[URP blit best practices](customize/blit-overview.md)|Understand the different ways to perform a blit operation in URP and best practices to follow when writing custom render passes.|
|[Perform a full screen blit in URP](renderer-features/how-to-fullscreen-blit.md)|An example of creating a custom render pass and a custom Scriptable Renderer Feature that performs a full screen blit.|
| [Blit input and output textures](customize/blit-to-rthandle.md) | Blit a camera color texture to an output texture, then set the output texture as a global shader property. |
| [Blit multiple RTHandle textures](customize/blit-multiple-rthandles.md) | An example of a blit operation that involves multiple `RTHandle` textures and a custom shader effect. |