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# Custom Interpolator node reference
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.
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.
## Output port
| Name | Type | Description |
| :--- | :--- | :--- |
| 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. |
## 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: <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> |
## Additional resources
* [Add a custom interpolator](Custom-Interpolators.md)
* [Custom Interpolator block node reference](Custom-Interpolator-block-node-reference.md)