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    Scene Color Node

    Description

    Provides access to the current Camera's color buffer using input UV, which is expected to be normalized screen coordinates.

    The behavior of the Scene Color node isn't defined globally. The executed HLSL code for the Scene Color node is defined per Render Pipeline, and different Render Pipelines can produce different results. Custom Render Pipelines that wish to support the Scene Color node need to explicitly define the behavior for it. If the behavior is undefined, the Scene Color node returns 0 (black).

    In the Universal Render Pipeline the Scene Color node returns the value of the Camera Opaque Texture. Refer to the Universal Render Pipeline for more documentation on this feature. The contents of this texture are only available for Transparent objects. Set the Surface Type dropdown on the Material Options panel of the Master Node to Transparent to receive the correct values from this node.

    Note

    You can only use the Scene Color node in the Fragment Shader Stage.

    Supported Unity render pipelines

    The following table indicates which render pipelines support the Scene Color node. When used with unsupported render pipelines, the Scene Color node returns 0 (black).

    Pipeline Supported
    Built-in Render Pipeline No
    Universal Render Pipeline Yes
    High Definition Render Pipeline Yes

    Ports

    Name Direction Type Binding Description
    UV Input Vector 4 Screen Position Normalized screen coordinates
    Out Output Vector 3 None Output value

    Generated Code Example

    The following example code represents one possible outcome of this node.

    void Unity_SceneColor_float(float4 UV, out float3 Out)
    {
        Out = SHADERGRAPH_SAMPLE_SCENE_COLOR(UV);
    }
    
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