In the classic pipeline, one could write a shader that could have multiple passes- and each pass would be rendered in-order(as least in transparent queue). I need to do something similar in URP. I have seen the custom render passes, but it looks like you can only insert them at specific points in the pipeline- but I need these passes to render whenever the object will render. Example Object 1 Pass 1 Object 1 Pass 2 Object 2 Pass 1 Object 2 Pass 2 Whereas custom passes will give me Object 1 Pass 1 Object 2 Pass 1 Object 1 Pass 2 Object 2 Pass 2 Any idea how I could go about going something like this? I am trying to do traditional object outlines/silhouette(with zwrite off), but I need them to be sorted.