HDRP :I want to sample the UV on the screen with high precision.

I’m writing a program that references the UV of the area where the mouse coordinates overlap.
However, I am having trouble with the acquired UV values, which are not very accurate.
At this accuracy, it seems to be tough to do TexturePaint.

Vector2 screenPos = (Vector2)Input.mousePosition;
var screenScale = new Vector2(Screen.width, Screen.height);
var pixelPosition = (screenPos * 2.0f) - screenScale;
var pixelMatrix = Matrix4x4.TRS(
-pixelPosition,
Quaternion.identity,
new Vector3(screenScale.x, screenScale.y, 1.0f));
var projectionMatrix = Camera.main.projectionMatrix;

Camera.main.allowHDR = true;
Camera.main.targetTexture = renderTexture;
Camera.main.projectionMatrix = pixelMatrix * projectionMatrix;
Camera.main.Render();

・renderTexture is 16 * 16, R16G16B16A16_UNORM format
・HDRP Project
・Unity 2019.4.0f1
・We tried the same program on a non-HDRP project and were able to sample UVs with good accuracy.

6217380--683619--hoge.jpg

Was self resolved.