Is there a way to grab camera transparent texture?

I am currently using Shader Graph to make some distortion effects, and I use “Scene Color” to get opaque texture of current base camera, however, this doesn’t include all materials that’s rendered after opaque queue, so that some of my objects which are rendered in transparent queue will not be affected by my current shader. I am wondering that is there a way in shader graph to grab a camera rendered texture after the camera rendered transparent objects?

I have found a way of doing it by using an extra camera which renders all the objects including transparent ones to a rendertexture (use layer mask to filter out unneeded objects), then take a texture2D input that takes the rendertexture rendered by another camera and apply the uv input used for “Scene Color” node to rendertexture and that would be it!