The Scene Color node samples a texture containing opaque geometry in the scene, allowing you to obtain the colour of opaque objects behind a transparent shader. This is useful to produce distortion effects. The default UVs input is the Screen Position node, so you can Add or Subtract to that to distort the view, for example with a noise texture. Can find examples in the following posts : Water Shader Breakdown (also attempts to remove distortion of objects infront of the water) Forcefield Shader Breakdown Crystal Shader Breakdown Rain Effects Breakdown : Raindrops on Surfaces (Complex) Note that the node will only function correctly when using a graph with Surface Mode : Transparent (or manually set RenderQueue to 2501+). See below for pipeline-specific differences. URP : Enable Opaque Texture option under the URP Asset. (May have multiple of those assets for each quality setting) Also make sure dropdown on Camera isn’t set to force the Opaque Texture off. Built-in RP (Unity 2021.2+) : Add this SceneColorSetup script to your Main Camera (and optionally other cameras that need the _CameraOpaqueTexture) HDRP : HD Scene Color node may be more suitable for this pipeline. Provides exposure setting and different LOD levels.