Enables or disables conservative rasterization.
Rasterization is a rendering technique that converts vector data (triangle projections) to pixel data (render target) by determining which pixels are covered by triangles. Normally, a GPU determines whether or not to rasterize a pixel by sampling points within the pixel to determine whether they are covered by the triangle; if the coverage is sufficient, then the GPU determines that the pixel is covered. Conservative rasterization means that the GPU rasterizes a pixel that is partially covered by a triangle, regardless of coverage. This is useful when certainty is required, such as when performing occlusion culling, collision detection on the GPU, or visibility detection.
Conservative rasterization means that the GPU generates more fragments on triangle edges; this leads to more fragment shader invocations, which can lead to increased GPU frame times.
Feature name | 빌트인 렌더 파이프라인 | 유니버설 렌더 파이프라인(URP) | 고해상도 렌더 파이프라인(HDRP) | Custom SRP |
---|---|---|---|---|
Conservative | 지원 | 지원 | 지원 | 지원 |
This command makes a change to the render state. Use it in a Pass
block to set the render state for that Pass, or use it in a SubShader
block to set the render state for all Passes in that SubShader.
Check for hardware support using the SystemInfo.supportsConservativeRaster API. On hardware that does not support this command, it is ignored.
Signature | Example syntax | 기능 |
---|---|---|
Conservative <enabled> |
Conservative True |
Enables or disables conservative rasterization. Requires DX 11.3+, or GL_NV_conservative_raster. |
파라미터 | 값 | 기능 |
---|---|---|
enabled | True |
Enables conservative rasterization. |
False |
Disables conservative rasterization. |
Shader "Examples/CommandExample"
{
SubShader
{
// The rest of the code that defines the SubShader goes here.
Pass
{
// Enable conservative rasterization for this Pass.
Conservative True
// The rest of the code that defines the Pass goes here.
}
}
}
This example code demonstrates the syntax for using this command in a SubShader block.
Shader "Examples/CommandExample"
{
SubShader
{
// Enable conservative rasterization for this SubShader.
Conservative True
// The rest of the code that defines the SubShader goes here.
Pass
{
// The rest of the code that defines the Pass goes here.
}
}
}