25 lines
2.5 KiB
Markdown
25 lines
2.5 KiB
Markdown
# Custom Interpolator node reference
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Read data from a [Custom Interpolator block node](Custom-Interpolator-block-node-reference.md) of the vertex stage to pass it to the fragment stage.
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To be able to add a Custom Interpolator node, you first need to [add a Custom interpolator block node](Custom-Interpolators.md) to the vertex stage.
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## Output port
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| Name | Type | Description |
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| :--- | :--- | :--- |
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| Out | Depends on the **Type** selected in the [Node Settings](#settings) | The data read from the matching Custom interpolator block node from the vertex stage. |
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## Settings
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| Property | Description |
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|:------------------|:------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| **Name** | Sets the unique name of the custom interpolator to identify and reference it in the graph. |
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| **Type** | Sets the number of channels the Custom Interpolator exposes. The default value is **Vector 4**, which exposes x, y, z, and w channels. |
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| **Interpolation** | Selects how Unity interpolates the value from vertex to fragment across the surface. The following options are available: <ul><li><b>Linear</b>: Applies the default linear interpolation, which preserves correct rates of change in screen space.</li><li><b>No Perspective</b>: Doesn't correct perspective, which can warp data, depending on the angle between the surface and the camera.</li><li><b>No Interpolation</b>: Doesn't interpolate the data, which creates hard edges between triangles.</li></ul> |
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## Additional resources
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* [Add a custom interpolator](Custom-Interpolators.md)
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* [Custom Interpolator block node reference](Custom-Interpolator-block-node-reference.md)
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