# Reflection Probe Node ## Description Provides access to the nearest **Reflection Probe** to the object. Requires **Normal** and **View Direction** to sample the probe. You can achieve a blurring effect by sampling at a different Level of Detail using the **LOD** input. Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this [Node](Node.md). Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black). #### Unity Render Pipelines Support - Universal Render Pipeline The High Definition Render Pipeline does **not** support this Node. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | View Dir | Input | Vector 3 | View Direction (object space) | Mesh's view direction | | Normal | Input | Vector 3 | Normal (object space) | Mesh's normal vector | | LOD | Input | Float | None | Level of detail for sampling | | Out | Output | Vector 3 | None | Output color value | ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_ReflectionProbe_float(float3 ViewDir, float3 Normal, float LOD, out float3 Out) { Out = SHADERGRAPH_REFLECTION_PROBE(ViewDir, Normal, LOD); } ```