I’m imitating and implementing something like HDRP’s newly introduced screen space thickness map functionality under URP. It has been done under non-VR or MultiPass, like this, to simulate X-ray:
The general idea is to use a shader to draw the thickness to an RTHandle, and then set the global texture through cmd.SetGlobalTexture(k_ThicknessTextureName, m_ThicknessTexture);
Finally, use a full-screen shader to draw to the screen with FullScreenPassRendererFeature.

I hope to implement this full-screen Shader in ShaderGraph, so it can be read normally in non-VR by the following method.
But if it is SinglePass, it must be changed to a very inelegant implementation.
And add a line of code:
cmd.SetGlobalTexture(“_ThicknessTextureArray”, m_ThicknessTexture);
Is there something like TEXTURE2D_X and SAMPLE_TEXTURE2D_X in ShaderGraph to unify this sampling operation?