Vulkan SubPass in unity

The deferred renderer in URP uses the NativeRenderPass API in 2022.
We also created a RenderGraph system in 2023 that will automatically handle applying NRP, merging passes and setting load/store actions. This should remove all the complexity from writing your own render passes.There is an elaborate thread on that here . By using the NRP API much more elaborately, we also fixed a lot of issues and many of those are backported to 2022.
We’ll ship new samples on how to apply framebufferfetch in one of the next 23.3.bx patch versions.