--- uid: urp-working-with-textures --- # Using textures How to access and use textures in a custom render pass in the Universal Render Pipeline (URP). |Page|Description| |-|-| |[Create a texture in the render graph system](render-graph-create-a-texture.md)|Create a texture in a render graph system render pass.| |[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.| |[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.| |[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.| |[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.| ## Additional resources - [Use frame data](accessing-frame-data.md)