Version: 2023.1
LanguageEnglish
  • C#

RasterState

struct in UnityEngine.Rendering

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Values for the raster state.

Use this with RenderStateBlock and ScriptableRenderContext.DrawRenderers to override the GPU's render state.

Corresponds to the Conservative, Cull, ZClip, and Offset commands in ShaderLab.

See Also: RenderStateBlock, [[ScriptableRenderContext.DrawRenderers], ShaderLab command: Stencil.

Static Properties

defaultValueDefault values for the raster state.

Properties

conservativeEnables conservative rasterization. Before using check for support via SystemInfo.supportsConservativeRaster property.
cullingModeControls which sides of polygons should be culled (not drawn).
depthClipEnable clipping based on depth.
offsetFactorScales the maximum Z slope in the GPU's depth bias setting.
offsetUnitsScales the minimum resolvable depth buffer value in the GPU's depth bias setting.

Constructors

RasterStateCreates a new raster state with the given values.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961