20 lines
1.3 KiB
Markdown
20 lines
1.3 KiB
Markdown
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---
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uid: urp-working-with-textures
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---
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# Using textures
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How to access and use textures in a custom render pass in the Universal Render Pipeline (URP).
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|Page|Description|
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|[Create a texture in the render graph system](render-graph-create-a-texture.md)|Create a texture in a render graph system render pass.|
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|[Import a texture into the render graph system](render-graph-import-a-texture.md)|To create or use a render texture in a render graph system render pass, use the `RTHandle` API.|
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|[Use a texture in a render pass](render-graph-read-write-texture.md)|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.|
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|[Transfer a texture between passes](render-graph-pass-textures-between-passes.md)|Set a texture as a global texture, or add the texture to the frame data.|
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|[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.|
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|[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.|
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## Additional resources
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- [Use frame data](accessing-frame-data.md)
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