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    Custom Interpolator reference

    Transfer custom data from the vertex stage to the fragment stage.

    You first create a custom interpolator block node in the Vertex context. You can then add a custom interpolator node in the workspace and connect it to a block node in the Fragment context.

    The following descriptions and settings apply to both the Vertex block and the Fragment node.

    Settings

    Property Description
    Name Sets the unique name of the custom interpolator to identify and reference it in the graph.
    Type Sets the number of channels the Custom Interpolator exposes. The default value is Vector 4, which exposes x, y, z, and w channels.
    Interpolation Selects how Unity interpolates the value from vertex to fragment across the surface. The following options are available:
    • Linear: Applies the default linear interpolation, which preserves correct rates of change in screen space.
    • No Perspective: Doesn't correct perspective, which can warp data, depending on the angle between the surface and the camera.
    • No Interpolation: Doesn't interpolate the data, which creates hard edges between triangles.

    Additional resources

    • Built-in blocks
    • Add a custom interpolator
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