Draw RenderTexture to screen

I want to have a pixel-perfect 2d game. I’ve written a compute shader that writes color information to a RenderTexture. The next step is to render it on screen. I’ve tried a few things like rendering to a quad and having a camera pick it up. I would like to have a 1:1 between screen pixels and the pixels in the RenderTexture so I have created a small RenderingPipeline.

public class PixelRenderingPipeline : RenderPipeline
{
    public static RenderTexture active;

    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        var cmd = new CommandBuffer();
        cmd.ClearRenderTarget(true, true, Color.black);
        context.ExecuteCommandBuffer(cmd);
        cmd.Release();
        context.Submit();

        if (active == null) return;
        Graphics.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), active);
    }
}

This “works” but I am wondering if there is a better way to do this. Perhaps a method on the CommandBuffer? I want to be able to write shaders that do post-processing effects as well.

In case someone else has a similar problem.

cmd.Blit(active, new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget));