study/first_study/Library/PackageCache/com.unity.shadergraph@3686fafd4720/Documentation~/Custom-Interpolators-reference.md

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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: <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
* [Built-in blocks](Built-In-Blocks.md)
* [Add a custom interpolator](Custom-Interpolators.md)