Second transparent pass, to support refraction reading color after transparent pass

I would like to add a second transparent pass.
The reason is… I have some special transparent objects that has refraction like effect.
The way I do this, is by reading from the color buffer that was copied during the opaque pass.
However, if I have two such objects, and one cover the other, the second object will read from the opaque color copy, and won’t see the first rendered transparent object.

I want to add a second transparent pass that wil be able to read a copy of the color buffer after the first transparent pass.

Is there a way to do this?

I tried using ScriptableRendererFeature.

I am able to create a new “queue”/“Pass” but I am unable to add objects to render into it.

How would I do what I am asking?

I am unable to find material how to do this in Unity 6.