Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Documentation~/working-with-textures.md
2024-08-26 23:07:20 +03:00

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uid: urp-working-with-textures
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# 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)