Sets the GPU’s depth clip mode, which determines how the GPU handles fragments that are outside of the near and far planes.
Setting the GPU’s depth clip mode to clamp can be useful for stencil shadow renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary; it means that there is no need for special case handling when the geometry goes beyond the far plane, which results in fewer rendering operations. However, it can result in incorrect Z ordering.
Feature name | Built-in Render Pipeline | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP |
---|---|---|---|---|
ZClip | Yes | Yes | Yes | Yes |
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.
Signature | Example syntax | Function |
---|---|---|
ZClip [enabled] | ZClip True | Sets the depth clip mode. |
Parameter | Value | Function |
---|---|---|
enabled | True | Sets the depth clip mode to clip. This is the default setting. |
False | Sets the depth clip mode to clamp. Fragments closer than the near plane are at the near plane exactly, and fragments further away than the far plane are at the far plane exactly. |
This example code demonstrates the syntax for using this command in a Pass block.
Shader "Examples/CommandExample"
{
SubShader
{
// The rest of the code that defines the SubShader goes here.
Pass
{
// Sets the GPU's depth clip mode to clamp for this Pass
// You would typically do this if you are rendering stencil shadows
ZClip False
// 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
{
// Sets the GPU's depth clip mode to clamp for this SubShader
// You would typically do this if you are rendering stencil shadows
ZClip False
// The rest of the code that defines the SubShader goes here.
Pass
{
// The rest of the code that defines the Pass goes here.
}
}
}