# 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](Master-Node.md) to **Transparent** to receive the correct values from this node. >[!NOTE] >You can only use the Scene Color node in the **Fragment** [Shader Stage](Shader-Stage.md). #### 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); } ```