# Example Custom Render Texture with Shader Graph This example demonstrates how to set up a Shader Graph for Custom Render Texture shaders to create a self-healing deformation effect that could be used for snow, sand, etc. ![](images/CustomRenderTexture-Animation.gif) For this effect, we need a Render Texture that contains the pixels we want to displace. This Render Texture is displayed at the top left corner of the preceding image. It was directly assigned to a camera that renders the objects in red above the UV plane. 1. Create a **Custom Render Texture** Shader Graph as follows: - Right-click in the Project window. - Select **Create** > **Shader Graph** > **Custom Render Texture** and name your shader. 2. Create a new **Custom Render Texture** as follows: - Select **Create** > **Rendering** > **Custom Render Texture**. - Configure the parameters to match the following image. **Note**: The material in the **Material** field was created. ![](images/CustomRenderTextureInspector.png) This Shader Graph reads the output of the Camera Render Texture, as well as the Self texture, then adds them and lerps the result so that it tends towards 0 over time. You should end up with something similar to the following: ![](images/CustomRenderTextureShaderGraph.png) 4. Finally you need to assign the **Custom Render Texture** to a material that can deform the geometry (tessellation or pixel displacement). ## New ShaderGraph Nodes for Custom Render Textures Three new ShaderGraph nodes have been introduced to facilitate working with Custom Render Textures: 1. [Custom Render Texture Self](Custom-Texture-Self) - Outputs the double-buffered texture from the previous update. - It provides three outputs for different types of textures: 2D, 3D, and Cube textures. 2. [Custom Render Texture Size](Custom-Texture-Size) - Outputs the width, height, and volume depth of the current Custom Render Texture. - Use this node to determine the size of the texture being worked with. 3. [Custom Render Texture Slice](Custom-Texture-Slice) - Outputs the current slice for 2D Texture Arrays or the Cubemap face index being updated. ## Known Limitations When working with Custom Render Texture shaders, be aware of the following limitations: * Rendering Order - The Custom Render Texture update loop runs before any rendering operations. This means: - You cannot access any render pipeline-specific information in the shader, such as depth, normal, or scene color. - Despite this, you can rely on the content of the Custom Render Texture being ready for use in the scene when the camera renders. ## Additional resources - [Custom Render Textures](https://docs.unity3d.com/Manual/class-CustomRenderTexture.html) - [Custom Render Texture Nodes](Custom-Render-Texture-Nodes.md)