I have attempted to track down what is going wrong here, but I am trying to get the camera opaque texture in shader graph by using Scene Color. I have attempted to change the surface settings for the PBR Master node, and trying to get the UVs with and without the Screen Position node. I have set my main camera to force the Opaque Texture to on. I am using URP in 2019.3.0f3 with the latest Shader Graph. What am I missing here that is causing it to be a gray texture?
I had a similar problem. Reading your question helped me realize the solution:
Make sure your camera has “Opaque Texture” set to “On” in the “Rendering” section.
Also, “Set the Surface Type dropdown on the Material Options panel of the Master Node to Transparent to receive the correct values from this node.” (Unity Docs)
I’m using the URP.
Ran into the same issue in 2019.3.7f1 and found the solution. As mentioned by @MONAKAYMOO, you can set the Opaque Texture setting on the camera, however to make the change universal, so it works in scene views too, enable the setting in the render pipeline asset. Also double check that you have the correct render pipeline asset assigned, and that your shader graph has Transparent surface selected, otherwise it will not produce screen color values.
I work on 2021.3 version,
- Already config the URP to enable “Opaque texture” (in camera setting as well)
- Changed Shader surface type to Transparent
Still face Grey issue. Turn out, since the Master Node in ShaderGraph now splitted into 2 “session” : Vertex, Fragment, so I have to put the “Position” input to the Vertex session manually (see pic), and now the SceneColor works. Hope it help someone that come to this thread and face the same gray issues.
I found it was because I didn’t set the Render Pipeline Asset to the one I was going to use in the Quality Settings.
@MONKAYMOO i am have a similar problem except for mine is turning into a bright light and its not on emission and i do not have that option on my camera
Also looking for an answer to this.
I think you want this: set a fixed exposure in your DefaultSettingsVolumeProfile
I have the same problem with Unity 2020.3.3f1 with URP.
- I have a Camera with Opaque Texture set on ON
- List item
- My Render Pipeline Settings have Opaque Texture ticked
- My SG Shader is set as Unlit Transparent
Preview of shader in SG, in scene and in game shows as grey
I have every detail for getting the scenecolor node to work and yet it still refuses to work.
pipeline settings opaque is set to on
material/shader is on transparent mode
and nothing. the camera trick doesn’t help. I do have the right URP profile set and nothing.
Is there a workaround for the built in pipeline shadergraph ?