I'm using a shader graph in the Universal Shader Pipeline (URP) to do some post-processing in a ScriptableRenderPass. How do I get the world coordinates of the screen position? I have tried using the View Direction node, set to World: And I have tried the Screen Position node, with either a Transform node or Transformation Matrix node: Neither seems to be working because the colors change as I move the camera around, but I would expect the color to stay the same since the world position of th...