Stupid RenderGraph now causes you to have to choose between the old pass format in compatibility mode, or it has to be reimplemented with RecordRenderGraph and some kind of injection timing. All quite silly. I'm not quite smart enough to do it, and all of the poor AI assistants out there, the URP API has changed so much since 14.0 that no LLM has a solid idea of how to do it.
Went to the Unity discord and found someone else who was mad they couldn't pull depth from a camera to use with another stacked camera in RenderGraph. They had no answers either.
Sigh.