What's the difference between UV mapping and render passes?

There is something I don’t understand about UV mapping. The UV coords from geometry node and the final UV render from render passes are different but both are working fine.

Did I miss something? Is it mapped differently in the 3D scene and in the 2D compositor?



If you remove the blue channel in compositor, you’ll see that they’re the same. This is a 2D mapping, so only U and V are used.

Ohh I’m so stupid ! Thanks you. It makes sense!