RenderTargetHandle deprecated (I am tired of searching on web)

I am getting a error (CS0619). Please can someone solve this (I know that no one is free for me and even I should not do it according to COC…)

BTW I don’t know how to put this code properly.

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

namespace WaterSystem
{
public class WaterSystemFeature : ScriptableRendererFeature
{

    #region Water Effects Pass

    class WaterFxPass : ScriptableRenderPass
    {
        private const string k_RenderWaterFXTag = "Render Water FX";
        private ProfilingSampler m_WaterFX_Profile = new ProfilingSampler(k_RenderWaterFXTag);
        private readonly ShaderTagId m_WaterFXShaderTag = new ShaderTagId("WaterFX");
        private readonly Color m_ClearColor = new Color(0.0f, 0.5f, 0.5f, 0.5f); //r = foam mask, g = normal.x, b = normal.z, a = displacement
        private FilteringSettings m_FilteringSettings;
        private RenderTargetHandle m_WaterFX = RenderTargetHandle.CameraTarget;

        public WaterFxPass()
        {
            m_WaterFX.Init("_WaterFXMap");
            // only wanting to render transparent objects
            m_FilteringSettings = new FilteringSettings(RenderQueueRange.transparent);
        }

        // Calling Configure since we are wanting to render into a RenderTexture and control cleat
        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
        {
            // no need for a depth buffer
            cameraTextureDescriptor.depthBufferBits = 0;
            // Half resolution
            cameraTextureDescriptor.width /= 2;
            cameraTextureDescriptor.height /= 2;
            // default format TODO research usefulness of HDR format
            cameraTextureDescriptor.colorFormat = RenderTextureFormat.Default;
            // get a temp RT for rendering into
            cmd.GetTemporaryRT(m_WaterFX.id, cameraTextureDescriptor, FilterMode.Bilinear);
            ConfigureTarget(m_WaterFX.Identifier());
            // clear the screen with a specific color for the packed data
            ConfigureClear(ClearFlag.Color, m_ClearColor);
        }

        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get();
            using (new ProfilingScope(cmd, m_WaterFX_Profile)) // makes sure we have profiling ability
            {
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                // here we choose renderers based off the "WaterFX" shader pass and also sort back to front
                var drawSettings = CreateDrawingSettings(m_WaterFXShaderTag, ref renderingData,
                    SortingCriteria.CommonTransparent);

                // draw all the renderers matching the rules we setup
                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings);
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }

        public override void OnCameraCleanup(CommandBuffer cmd) 
        {
            // since the texture is used within the single cameras use we need to cleanup the RT afterwards
            cmd.ReleaseTemporaryRT(m_WaterFX.id);
        }
    }

    #endregion

    #region Caustics Pass

    class WaterCausticsPass : ScriptableRenderPass
    {
        private const string k_RenderWaterCausticsTag = "Render Water Caustics";
        private ProfilingSampler m_WaterCaustics_Profile = new ProfilingSampler(k_RenderWaterCausticsTag);
        public Material WaterCausticMaterial;
        private static Mesh m_mesh;

        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            var cam = renderingData.cameraData.camera;
            // Stop the pass rendering in the preview or material missing
            if (cam.cameraType == CameraType.Preview || !WaterCausticMaterial)
                return;

            CommandBuffer cmd = CommandBufferPool.Get();
            using (new ProfilingScope(cmd, m_WaterCaustics_Profile))
            {
                var sunMatrix = RenderSettings.sun != null
                    ? RenderSettings.sun.transform.localToWorldMatrix
                    : Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-45f, 45f, 0f), Vector3.one);
                WaterCausticMaterial.SetMatrix("_MainLightDir", sunMatrix);
            
            
                // Create mesh if needed
                if (!m_mesh)
                    m_mesh = GenerateCausticsMesh(1000f);

                // Create the matrix to position the caustics mesh.
                var position = cam.transform.position;
                position.y = 0; // TODO should read a global 'water height' variable.
                var matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one);
                // Setup the CommandBuffer and draw the mesh with the caustic material and matrix
                cmd.DrawMesh(m_mesh, matrix, WaterCausticMaterial, 0, 0);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
    }

    #endregion

    WaterFxPass m_WaterFxPass;
    WaterCausticsPass m_CausticsPass;

    public WaterSystemSettings settings = new WaterSystemSettings();
    [HideInInspector][SerializeField] private Shader causticShader;
    [HideInInspector][SerializeField] private Texture2D causticTexture;

    private Material _causticMaterial;

    private static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend");
    private static readonly int DstBlend = Shader.PropertyToID("_DstBlend");
    private static readonly int Size = Shader.PropertyToID("_Size");
    private static readonly int CausticTexture = Shader.PropertyToID("_CausticMap");

    public override void Create()
    {
        // WaterFX Pass
        m_WaterFxPass = new WaterFxPass {renderPassEvent = RenderPassEvent.BeforeRenderingOpaques};

        // Caustic Pass
        m_CausticsPass = new WaterCausticsPass();

        causticShader = causticShader ? causticShader : Shader.Find("Hidden/BoatAttack/Caustics");
        if (causticShader == null) return;
        if (_causticMaterial)
        {
            DestroyImmediate(_causticMaterial);
        }
        _causticMaterial = CoreUtils.CreateEngineMaterial(causticShader);
        _causticMaterial.SetFloat("_BlendDistance", settings.causticBlendDistance);
        
        if (causticTexture == null)
        {
            Debug.Log("Caustics Texture missing, attempting to load.");

#if UNITY_EDITOR
causticTexture = UnityEditor.AssetDatabase.LoadAssetAtPath(“Packages/com.verasl.water-system/Textures/WaterSurface_single.tif”);
#endif
}
_causticMaterial.SetTexture(CausticTexture, causticTexture);

        switch (settings.debug)
        {
            case WaterSystemSettings.DebugMode.Caustics:
                _causticMaterial.SetFloat(SrcBlend, 1f);
                _causticMaterial.SetFloat(DstBlend, 0f);
                _causticMaterial.EnableKeyword("_DEBUG");
                m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
                break;
            case WaterSystemSettings.DebugMode.WaterEffects:
                break;
            case WaterSystemSettings.DebugMode.Disabled:
                // Caustics
                _causticMaterial.SetFloat(SrcBlend, 2f);
                _causticMaterial.SetFloat(DstBlend, 0f);
                _causticMaterial.DisableKeyword("_DEBUG");
                m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
                // WaterEffects
                break;
        }

        _causticMaterial.SetFloat(Size, settings.causticScale);
        m_CausticsPass.WaterCausticMaterial = _causticMaterial;
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        renderer.EnqueuePass(m_WaterFxPass);
        renderer.EnqueuePass(m_CausticsPass);
    }

    /// <summary>
    /// This function Generates a flat quad for use with the caustics pass.
    /// </summary>
    /// <param name="size">The length of the quad.</param>
    /// <returns></returns>
    private static Mesh GenerateCausticsMesh(float size)
    {
        var m = new Mesh();
        size *= 0.5f;

        var verts = new[]
        {
            new Vector3(-size, 0f, -size),
            new Vector3(size, 0f, -size),
            new Vector3(-size, 0f, size),
            new Vector3(size, 0f, size)
        };
        m.vertices = verts;

        var tris = new[]
        {
            0, 2, 1,
            2, 3, 1
        };
        m.triangles = tris;

        return m;
    }

    [System.Serializable]
    public class WaterSystemSettings
    {
        [Header("Caustics Settings")] [Range(0.1f, 1f)]
        public float causticScale = 0.25f;

        public float causticBlendDistance = 3f;

        [Header("Advanced Settings")] public DebugMode debug = DebugMode.Disabled;

        public enum DebugMode
        {
            Disabled,
            WaterEffects,
            Caustics
        }
    }
}

}