I use Rendertexture memoryless msaa encounter a problem

I set MSAA to 4. I have 2 ScriptableRenderPass to draw Opaque and transparent objects.
I don’t open Camera MSAA options, but adjust code from URP “Library/PackageCache/com.unity.render-pipelines.universal@7.4.3/Runtime/ForwardRenderer.cs”, to set MSAA.


these 2 passes capture follow below:



(In opaque Pass the Rendertexture of memoryless named “TempBuffer 2 1242x2688 MSAA” is output to transparent.)
transparent Pass Code



(I want this Pass to load FrameBuffer as “TempBuffer 2 1242x2688 MSAA resolved”, but it load “TempBuffer 2 1242x2688 MSAA” which doesn’t exist in the FrameBuffer. )

Why the next Pass doesn’t load “TempBuffer 2 1242x2688 MSAA resolved”, how to resolve it?

Sorry for the offtop question but what did you use to produce this images with rendertextures?

sorry, I do not completely understand what you mean. It’s a problem from that I did some lab to verify the hardware mechanism. this Frame capture for Xcode
I wanna implement memoryless MSAA with Unity Renderdescripter.

Sorry I cannot help you with this problem. I was just curious where that screenshots came from. Thank you for your answer by the way!