The screen grab issue of not picking other objects has to do with how unity handles the screen grab pass. You can define your own pass but then you deal with the layering yourself. If you dont want to however you can simply select your grabscreen node and just delete the name property, you'll notice that the "property name" changes to "_GrabTexture". If you use it like this you should be able to pick other refractive materials just fine but you'll now lose control of their ordering. @x4000 you were having issues with using the panner, I went to check it and I think you might have missed something. Granted, it's pretty confusing as it is so I don't think it's your fault. In order for you to use both texture tilling and offset values with the panner you need to reference the texture with the texture coordinates node. This way your texture coordinates will pick the texture _ST data and use it with the panner and you don't need to use an external vector4 property to do the tilling manually like you mentioned. I think the confusions comes from the fact the the texture coordinate nodes has to reference the node in front of it and not behind. Notice how my texture coordinates has a small texture saying "Value ( Albedo )" and both tilling and offset ports are greyed out. The editor needs work on this but hopefully this should help you get cleaner graphs.