When using SceneColor node in surface material, why does UV Input cause problems

When creating a translucent surface material that uses the Scene Color node, which (I’ve been told on the forums) gives the rendered scene “behind” the mesh like CG’s GrabPass function, hooking up a TextureCoordinate node to the SceneColor node cause unexpected problem.

If I set up a material with a SceneColor node and no UV inputs:

![simple scene color node] (http://i.imgbox.com/7FTwp7VI.png “simple material”)

I get exactly what I expect to get:

![simple scene color results] (http://i.imgbox.com/9V9N39D0.png)

But, if I hook up a TextureCoordinate node to the UVs input:

![material with uv input] (http://i.imgbox.com/22SxP3MY.png)

I expect the results to be the same, since I have not added a custom UV pin and have not made any changes to the texture coordinates. However, what I get is this:

![results with uv input] (http://i.imgbox.com/VYAQPacv.png)

Am I misunderstanding the way UV inputs work, or is this a bug?

Hey -

Plug your Texture Coordinate into the Customized UV0 input and it should behave as expected. Just having the input does not pass the coordinate automatically through the vertex shader you have to plug the needed UV or into the input to access the vertex shader.

Thank You

Eric Ketchum