I have several questions that I wasn't able to find documentation for, other than writing an entirely new pipeline: 1] How do I inject a command buffer at a specific render point without writing a whole new render pipeline. For example, I want to copy the depth buffer right after it is created and create several downsampled versions of it (half, quarter, etc.). This was easy with a camera command buffer using before depth texture (forward) or before reflections (deferred). 2] I want to inject several other additional command buffers: one right after the opaque objects are rendered and one right before transparent objects are rendered, and a final one right after transparent objects are rendered. How do I do this with the new render pipelines? Is this kind of granularity possible? 3] What is the replacement for light command buffers? For example I want to capture and perhaps modify the cascade and screen space shadow map...? Will this be different for lightweight vs hd pipeline? What about custom pipelines? It would be great to hook into rendering points without writing a new pipeline, similar to how camera command buffers work, but maybe that's not how these pipelines are supposed to work...? I am quite new to SRP so please forgive my newness.