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Custom Interpolator block node reference

Pass per-vertex data from the vertex stage to the fragment stage through a Custom Interpolator node.

To complete the setup, you need to add a Custom interpolator that corresponds to the Custom Interpolator block 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