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.