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## Blit Renderer Feature
+- Used to apply fullscreen image effects to camera (or other source/destination) using a shader/material.
- Tested with **2021.2.5f1 / URP v12.1.2**. Should still work with older versions, otherwise see branches for 2019-2021.1 version.
-- Based on the Blit (now renamed to FullscreenFeature/Pass) from the [UniversalRenderingExamples](https://github.com/Unity-Technologies/UniversalRenderingExamples/tree/master/Assets/Scripts/Runtime/RenderPasses)
+- This version uses CommandBuffer.Blit so will not work in Single-Pass Instanced VR. Try using [cmd-DrawMesh](https://github.com/Cyanilux/URP_BlitRenderFeature/tree/cmd-drawMesh) version instead.
### Setup:
-- Install via Package Manager → Add package via git URL : `https://github.com/Cyanilux/URP_BlitRenderFeature.git`
+- Install via Package Manager → Add package via git URL :
+ - `https://github.com/Cyanilux/URP_BlitRenderFeature.git`
- Alternatively, download and put the folder in your Assets
-### Features :
-- Applies fullscreen effects via shader/material
-- Specific access to selecting the **source** and **destination** targets (via Camera, TextureID or Render Texture object)
-- Setting an **_InverseView** matrix (cameraToWorldMatrix), for shaders that might need it to handle calculations from screen space to world. For example, reconstructing world position from depth, see : https://twitter.com/Cyanilux/status/1269353975058501636
-- (2021.1/v10+) Enabling generation of DepthNormals (_CameraNormalsTexture)
+### Usage :
+- Adds "Blit" option to Renderer Features list on Forward/Universal asset (and 2D Renderer if in 2021.2+)
+- The shader/material used should sample `_MainTex` to obtain source. Will work with Shader Graphs too (as long as you set the texture Reference in the Blackboard / Node Settings)
+- Feature allows specific access to selecting the **source** and **destination** targets (via **Camera**, **TextureID** or **Render Texture** object)
+- Some usage examples :
+ - Could be used with Camera for both source/destination to apply an shader/material as an image effect / post process
+ - Could be used to copy the camera source to a TextureID. Similar to what the Opaque Texture / Scene Color does. (When TextureID is used in destination it automatically creates a Temporary Render Texture, and should also set it as a global texture so it can be obtained in shaders rendered later. May want to avoid using IDs that already exist)
+ - Could be used with Render Texture object source (rendered by a second camera) and Camera destination to apply it to the Main Camera
+
+### Additional Features :
+- Option to set an `_InverseView` matrix (cameraToWorldMatrix), for shaders that might need it to handle calculations from screen space to world. For example, reconstructing world position from depth, see : https://twitter.com/Cyanilux/status/1269353975058501636
+- (2020.2/v10+) Enabling generation of DepthNormals `(_CameraNormalsTexture)`
-
-@Cyanilux
-:)
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+### Author / Sources :
+- [@Cyanilux](https://twitter.com/Cyanilux)
+- Based on the Blit (now renamed to FullscreenFeature/Pass) from the [UniversalRenderingExamples](https://github.com/Unity-Technologies/UniversalRenderingExamples/tree/master/Assets/Scripts/Runtime/RenderPasses)