Flags that determine which render targets Unity clears when you use CommandBuffer.ClearRenderTarget.
You can combine flags by using the bitwise OR operator.
using UnityEngine; using UnityEngine.Rendering;
// Attach this script to a Camera and select a Clear Mode. // When you enter Play mode, a command buffer clears the screen with different clear parameters. [RequireComponent(typeof(Camera))] public class MyClearScript : MonoBehaviour { public enum ClearMode { All, ColorStencil }
public ClearMode m_ClearMode;
void Start() { var camera = GetComponent<Camera>(); var buffer = new CommandBuffer();
switch (m_ClearMode) { case ClearMode.All: // Clear color, depth and stencil render targets. Stencil is cleared with value 0xF0. buffer.ClearRenderTarget(RTClearFlags.All, Color.red, 1.0f, 0xF0); break; case ClearMode.ColorStencil: // Clear only color and stencil render targets. Stencil is cleared with value 0xF0. buffer.ClearRenderTarget((RTClearFlags)((int)RTClearFlags.Color | (int)RTClearFlags.Stencil), Color.green, 1.0f, 0xF0); break; }
camera.AddCommandBuffer(CameraEvent.AfterSkybox, buffer); } }
| None | Do not clear any render target. | 
| Color | Clear all color render targets. | 
| Depth | Clear the depth buffer. | 
| Stencil | Clear the stencil buffer. | 
| All | Clear all color render targets, the depth buffer, and the stencil buffer. This is equivalent to combining RTClearFlags.Color, RTClearFlags.Depth and RTClearFlags.Stencil. | 
| DepthStencil | Clear both the depth and the stencil buffer. This is equivalent to combining RTClearFlags.Depth and RTClearFlags.Stencil. | 
| ColorDepth | Clear both the color and the depth buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Depth. | 
| ColorStencil | Clear both the color and the stencil buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Stencil. |