Is it possible to write to a custom render texture the same way you'd write to the depth texture?

I’m trying to use a custom render texture the same way you’d use a stencil buffer or the depth texture. However, when I write to the custom render texture, it doesn’t do the transformations to clip space, in order to approximate what you see on screen. I’d do the calculations myself, but that would be expensive because I’d have to do it in the fragment shader since custom render textures force you to use their vertex shader. Is there a way to do the transformation to clip space in the vertex shader? The documentation says using v2f_customrendertexture and CustomRenderTextureVertexShader is mandatory. Am I allowed to copy those from the source code into my shader and make modifications?

My other question is, how do I do a pass that renders into the custom render texture but doesn’t render to the screen? Right now I’m basically copying the code from Unity - Manual: Custom Render Textures line for line, and it’s rendering a copy of the texture into the skybox as well as rendering it to the custom render texture. The shader is on a particle as well so I don’t have tremendous control over using C# code to use blit and such. How do I prevent this from happening?

Did you ever get to the bottom of this? Seems to be very few people successfully using Custom Render Textures out there. I’m struggling with one myself right now.