Strange behaviour in depth intersection in shader graph HDRP deferred

so I was following a tutorial of making depth intersection using shader graph here: Understanding Depth Intersections with a Shader

it was basic but when I do same thing I get weird result.

please note that the tutorial was most likely in URP forward and I am trying it in HDRP deferred.

this is my result:
my-result

it could be an exposure thing? I turned it off the scene got all blown out white…

I am new to this and is pretty lost …

it was the bloom not the exposure, silly me…
but now the quad is just a solid white color, no idea why…

nah, I think it was just something wrong with my project as I was testing random stuff.
made a new project and it just worked…