How does Graphics.Blit work with multipass shaders?


I’m using Graphics.Blit with a multipass shader but I want to render using only one pass.
And this seems not to be possible. Image is rendered using all passes all the time )8 Is there a way to do it other than using manual GL rendering?

you can specify which pass to use.
Graphics.Blit(Texture source, RenderTexture dest, Material mat, int pass = -1);