Shader graph depth blend

How to create depth blend in shader graph like depth blend node in shader forge?

Shader “Unlit/UnlitManualFog”
{
Properties
{
_MainTex (“Texture”, 2D) = “white” {}
_FogColor (“Fog Color”, Color) = (0.5, 0.5, 0.5, 1.0)
}
SubShader
{
Tags { “RenderType”=“Opaque” }
LOD 100

    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag

        #include "UnityCG.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            // Add a variable to carry depth information
            float depth : TEXCOORD1;
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex;
        float4 _MainTex_ST;
        fixed4 _FogColor;

        v2f vert (appdata v)
        {
            v2f o;
            // Transform vertex into view space
            o.vertex = mul(UNITY_MATRIX_MV, v.vertex);
            // Copy the viewspace z coordinate and call it depth
            o.depth = o.vertex.z;
            // Finish transforming the vetex by applying the projection matrix
            o.vertex = mul(UNITY_MATRIX_P, o.vertex);

            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            fixed4 col = tex2D(_MainTex, i.uv); 
            // Blend colour using depth parameter we calculated earlier         
            return lerp(col, _FogColor, saturate(-0.004f * i.depth));
        }
        ENDCG
    }
}

}

I have the same problem ,how to use depth blend in shader graph?