Hi, are there any plans to expose the internal RequireRenderingLayers() in custom URP renderer features?
// From fullscreen pass renderer feature
internal override bool RequireRenderingLayers(bool isDeferred, bool needsGBufferAccurateNormals, out RenderingLayerUtils.Event atEvent, out RenderingLayerUtils.MaskSize maskSize)
{
atEvent = RenderingLayerUtils.Event.Opaque;
maskSize = RenderingLayerUtils.MaskSize.Bits8;
return false;
}