UV modifications do not work on _CameraOpaqueTexture.

As the title says… there appears to be no way at all to modify the UV of the _CameraOpaqueTexture, even though numerous tutorials I’ve read online show doing just that to get some nice distortion. As the attached image shows, I’m creating a sprite shader with distortion, and I’ve gotten it to the point where it renders out the _CameraOpaqueTexture just fine, and I can modify the output of the SampleTexture2D node just fine. But nothing I do affects the UVs, which is what I kind of need to be able to distort it!

Any thoughts on what I might be doing wrong here? Thanks!

Where is CameraOpaqueTexture coming from - just naming a graph node that doesn’t produce any magic that I know of.

Where and how are you applying the Sprite Lit texture?

Are you just trying to warp a section of the screen or all of it?

With Scriptable Render Pipeline, you can toggle a setting that causes _CameraOpaqueTexture to give you the render output from the camera (described here for reference: Fabio R. Colombini: ShaderGraph - Refraction).

In the above example I am showing that even without a texture, the material does not warp the shader. This same problem occurs regardless of what shader type is used.

My final end-result is do essentially have things like glass and water that warps what is behind them.