# Scene Color Node ## Description Provides access to the current **Camera**'s color buffer using input **UV**, which is expected to be normalized screen coordinates. Note: The behaviour of this [Node](Node.md) is undefined globally. The executed HLSL code for this [Node](Node.md) is defined per **Render Pipeline**, and different **Render Pipelines** may produce different results. Custom **Render Pipelines** that wish to support this [Node](Node.md) will also need to explicitly define the behaviour for it. If undefined this [Node](Node.md) will return 0 (black). Note: In **Lightweight Render Pipeline** this [Node](Node.md) returns the value of the **Camera Opaque Texture**. See the **Lightweight 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](Master-Node.md) to **Transparent** to receive the correct values from this node. NOTE: This [Node](Node.md) can only be used in the **Fragment** [Shader Stage](Shader-Stage.md). #### Unity Pipelines Supported - Lightweight Render Pipeline - High Definition Render Pipeline ## 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); } ```