Will the rendering effect of the custom rendering pass feature remain?

I can only seem to get rid of the blur effect on the screen by disabling the custom render pass feature. Even if the base color of my shadergraph is connected to the scene color node, the blur effect still exists.
The following is a screen comparison of disabling and enabling the feature. You can see that the edge of the ball is blurred when the feature is enabled. They are all the results of connecting only the scene color node in the shader graph and restarting unity6.



The following is a screenshot of the shader graph. The output blur effect of the lerp node next to it is output, and I am connected to the scene color node.

The following is part of the code for the feature.

public class CustomRenderPassFeature : ScriptableRendererFeature
{
    [SerializeField] Material material;
    RTHandle rTHandle;
    CustomRenderPass m_ScriptablePass;
    public override void Create()
    {
        m_ScriptablePass = new CustomRenderPass(material);     
        m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;   
    }
    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        if(renderingData.cameraData.isPreviewCamera)
            return;
        if(renderingData.cameraData.isSceneViewCamera)
            return;
        if(renderingData.cameraData.camera!=Camera.main)
            return;
        var desc = renderingData.cameraData.cameraTargetDescriptor;
        desc.depthBufferBits = 0;
        RenderingUtils.ReAllocateHandleIfNeeded(ref rTHandle, desc, name: "CustomPassRT");
        m_ScriptablePass.Setup(rTHandle);
        renderer.EnqueuePass(m_ScriptablePass);
    }
    protected override void Dispose(bool disposing){
        Debug.Log("Dispose");
        rTHandle?.Release();
    }
    class CustomRenderPass : ScriptableRenderPass
    {
       //This part of the code is omitted because I don't think it's relevant.   
    }
}

On your Render Pipeline Asset, make sure you set your Opaque Downsampling to “None.” Otherwise, the fullscreen texture is reduced in size from the original (to save memory). Setting it to none will keep it the same resolution as the render window. That might be the cause of the blurring that you’re seeing.