Render Pass (render pass / ScriptableRenderPass) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). An explanation of the smallest unit of rendering that encapsulates a series of drawing processes (e.g. drawing only depth, drawing only opacity, executing post processing, etc.) in Unity's render pipeline (URP, etc.).
Real-world analogy: On an automobile assembly line, a ``dedicated booth for painting the body (Render Pass)'' is temporarily added to modularize the process of applying a special glitter coating before sending it to the next booth
Render Pass is a module that subdivides the entire process of creating a 3D picture (render pipeline) into several small independent ``individual work booths (passes)''. First, there is a ``booth for assembling the car frame (depth pass),'' then a ``booth for painting the car (opaque pass),'' a ``booth for installing window glass (translucent pass),'' and finally a booth for waxing (post-processing pass). Since each pass is fully encapsulated, developers can create their own ``new special booth for adding mud stains to the car body (custom render pass)'' and insert it between lines to achieve the ultimate unique graphics expression without risk.

Illustration: Render Pass (Render Pass / An infographic that clearly illustrates the basic processing flow and mechanism of ScriptableRenderPass) in Japanese.
Detailed mechanism and operating principle
Create a class that inherits `ScriptableRenderPass` in C#, specify the drawing destination buffer with `ConfigureTarget`, program the specific drawing process for the command buffer in the `Execute` method, and insert it into the pipeline via the Renderer Feature.