Scene Color node after transparent render pass?

I’m working on an effect to create a heat distortion in this spell that I’m collabing on. I already have some transparent shaders and gpu particles going.

I ran into a bit of a block though. The Scene Color node in shader graph uses the render texture after opaques but before transparent. Making the distortion block my transparent shaders.
My idea to get around this was to write a custom render pass that writes a global render texture after the transparent pass, so I could use that to write my own Scene Color node, then render my heat effect before post processing.

Any idea how I could go about this?

Here you can see what I mean by scene color using the after opaques render pass.

Edit:
I found some help. Here’s how we ended up fixing it.

@aveakrause Hey, I know this thread is old and already solved, but I was wondering if you could help me. I tried following the Github render feature and shader you linked but keep getting this recursion effect when I want a fire distortion effect like yours.

Imgur

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I was wondering if you knew any way to help or could possibly provide a download link of the correct setup.

@aveakrause Any help on this? I’m still stuck and anything would be much appreciated.