Painting using Command Buffer and Blitting

I’m trying to make a painting system following the base of this video.
And I’m stuck in the part of copying the Command Buffer texture into a texture without clearing it, but I can’t get it to work

I’m trying to get this to work in VR using the OpenXR module.

This is my code

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;

public class Painter : MonoBehaviour
{
    [SerializeField] Camera _camera;
    [SerializeField] Shader _drawShader;

    private RenderTexture _splatMap;
    private RenderTexture _temp;
    private Material _currentMaterial;
    private Material _drawMaterial;
    [SerializeField] RawImage _paintMap;
    [SerializeField] RawImage _mask;
    [SerializeField] Texture2D _originalMask;

    RaycastHit hit;
    private MeshRenderer _renderer;
    [SerializeField] Transform _test;

    [SerializeField] float _hardness;
    [SerializeField] float _radius;
    [SerializeField] float _strength = 1.0f;


    
    // Start is called before the first frame update
    void Start()
    {
        _drawMaterial = new Material(_drawShader);
        _currentMaterial = GetComponent<MeshRenderer>().sharedMaterial;
        _renderer = GetComponent<MeshRenderer>();
        _splatMap = new RenderTexture(1024, 1024,0, RenderTextureFormat.ARGBHalf);
        _temp = new RenderTexture(1024, 1024,0, RenderTextureFormat.ARGBHalf);
        Graphics.Blit(_currentMaterial.GetTexture("_Mask"), _splatMap);
        

        
        
    }

    // Update is called once per frame
    void Update()
    {
        //if(Input.GetMouseButton(0))
       // {
           // if(Physics.Raycast(_camera.ScreenPointToRay(Input.mousePosition), out hit))
            //{
            if(!_test)
                return;


            Shader.SetGlobalVector("_Center", (Vector4)_test.position);
            Shader.SetGlobalFloat("_Hardness", _hardness);
            Shader.SetGlobalFloat("_Radius", _radius);
            Shader.SetGlobalFloat("_PainterStrength", _strength);
           
            CommandBuffer command = new CommandBuffer();
            command.name = "UV Space Render";
            command.SetRenderTarget(_splatMap);
            command.DrawRenderer(_renderer, _drawMaterial, 0);
            Graphics.ExecuteCommandBuffer(command);
            CopyTexture();
            
            command.Release();
           //}
       //}
      

    }

    void CopyTexture()
    {
        Graphics.Blit(_splatMap, _temp);
        _currentMaterial.SetTexture("_Mask", _temp);

        _mask.texture = _splatMap;
        _paintMap.texture = _temp;
    }
}