Sample a R32_SFloat texture in shader graph (URP 12)?

I am developing with URP 12.1 (unity 2021.3.2f1) and am having trouble sampling from a single channel float (R32_SFloat) texture in shadergraph. I can pass the texture to the graph, but the Sample Texture2D node doesn’t seem work for me. The float values are outside of 0…1 range and represent a second camera’s depth buffer.

I think this might require a custom function but I wouldn’t know how to set that up since SAMPLE_TEXTURE2D requires a sampler which I can’t declare as an input parameter in shader graph.

https://docs.unity3d.com/Packages/com.unity.shadergraph@6.7/manual/Custom-Function-Node.html

Declare your texture and sampler in an .hlsl file, and a function to sample it and do any transformations you desire (e.g. to 0…1 range), and then include it through the custom function node.