Is the RenderPass API ready to use?

I saw a mention of it in this SIGGRAPH 2021 talk and thought it might be ready to use:

I’ve tried following this documentation: Unity - Scripting API: Rendering.ScriptableRenderContext.BeginRenderPass but I was getting errors about attachments being the wrong size. It’s also not clear to me from the example what part of my custom SRP would be replaced by this API, or where to begin and end passes.

I’m targeting Android and what I want to achieve is:

  1. Read the previously rendered depth for soft particles and to improve our volumetrics.
  2. Read the previously rendered colour so we can move our colour grading and fog from the end of our object shaders and into post fx, while staying on tile.

URP has a codepath that uses it but it‘s not enabled by default. Check the urp docs.