# 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. |