Barracuda render pieline problem

I am trying to get Barracuda to work in an IOS build video FX app. I am using the Keijiro NNCam github project. GitHub - keijiro/NNCam: Virtual background with Unity Barracuda It works fine if there is no render pipeline asset specified in the ProjectSettings/Graphics. The problem is, my pre-existing project has a Universal Render Pipeline Asset, and the NNCam project seems to fail in this circumstance. More specifically, the Compositor.cs script for example, will pass texture input to a shader if there is no render pipeline asset, however, if there is a universal render pipeline asset specified, it will not pass the input texture to the shader.
I am uncertain why this is, and am wondering if anyone else knows.

the way to blit images works different in those two render pipelines. the passing of the image to the shader should still work the same, you just can’t see the result when it is drawn the built in pipeline-way. to make something like this work in URP, you could implement a custom renderer feature… this article is helpful to understand full screen blit in the different render pipelines: Full Screen Shaders in HDRP, URP, and Built In Renderer - Game Dev Bill