# Using textures

How to access and use textures in a custom render pass in the Universal Render Pipeline (URP).

|Page|Description|
|-|-|
|[Blit](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.|
| [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. |

## Additional resources

- The blit examples in the [URP Package Samples](package-sample-urp-package-samples.md)
- [Example of a complete Scriptable Renderer Feature](renderer-features/how-to-fullscreen-blit.md)
