So I started using LWRP recently and set up a very simple water shader with refraction.
I enabled the Depth- and Opaque-texture setting in the pipeline asset and it worked great with the scene color node in Shader Graph.
But when I updated to URP and changed some settings it stopped working at some point and now it seems to be using a random texture instead of the scene texture.
As you can see in the screenshot it currently uses the Main Preview texture of the Shader Graph window.
Am I doing something wrong here or is it a bug?
I’m using Unity 2019.3.0b8 and URP/Shader Graph 7.1.2,