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[Port] [6000.4] [URP] Fix low UP issues on URP package sample.
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Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/CameraStacking/MixedFOV/MixedFOV.unity

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Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/CameraStacking/SplitScreen/SplitScreen.unity

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Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/Decals/BlobShadow/BlobShadow.unity

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Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/Lighting/Reflection Probes/Animation/New Lighting Settings.lighting

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Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/Lighting/Reflection Probes/Animation/New Lighting Settings.lighting.meta

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Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/BlitToRTHandle/BlitToRTHandlePass.cs

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// This pass creates an RTHandle and blits the camera color to it after rendering transparent objects.
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// The RTHandle is then set as a global texture, which is available to shaders in the scene. The RTHandle is preserved in all frames while the renderer feature is running to create a recursive rendering effect.
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public class BlitToRTHandlePass : ScriptableRenderPass
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{
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private class PassData
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{
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}
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{
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private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("BlitToRTHandle_CopyColor");
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private RTHandle m_InputHandle;
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private RTHandle m_OutputHandle;

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