Under the built-in rendering, I used to be able to create a lensing effect using (I believe) the shader shown here, which I believe is the refractive glass shader that was/is included in standard assets: https://github.com/kw0006667/Unity3...rces/Shaders/Glass-Stained-BumpDistort.shader This allowed me to create a material that would refract the background behind an object. In this example, you can see the door behind the purple object appears to be bent: This all seemed like magic to me. The refraction is happening on a plane that bisects the sphere here, and I never really understood how it didn't result in seams at the edges, but it worked really well. Unfortunately, under HDRP, there's no GrabPass, so this effect stopped working. I kept waiting for some replacement, and my understanding was that maybe the Scene Color node would be a similar replacement. I've tried using it, but I don't yet understand whether it will work similarly to grabpass. Specifically, with the grabpass approach, the refracting object would appear to be a completely clear object in the scene if no normal map was given. In trying to reproduce this under ShaderGraph, I believe I need to start by creating a shader that scales and offsets the UV of the object based on its scale and position in the camera. I was wondering if anyone know how that could be achieved? My first thought was to take the Object node, and multiply or divide by the Scale, and use that as the Tiling override for the UV, but I'm not sure how to take the position of the object relative to the camera into account. So, in short, does anyone have an example of Scene Color being used that that it creates a mainly invisible object in scene, which I could then extend and tweak? Thanks.