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    Custom Interpolator node reference

    Read data from a Custom Interpolator block node of the vertex stage to pass it to the fragment stage.

    To be able to add a Custom Interpolator node, you first need to add a Custom interpolator block node to the vertex stage.

    Output port

    Name Type Description
    Out Depends on the Type selected in the Node Settings The data read from the matching Custom interpolator block node from the vertex stage.

    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

    • Add a custom interpolator
    • Custom Interpolator block node reference
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