Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

GL.Clear

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

Declaration

public static void Clear(bool clearDepth, bool clearColor, Color backgroundColor, float depth = 1.0f);

Parameters

clearDepth Should the depth buffer be cleared?
clearColor Should the color buffer be cleared?
backgroundColor The color to clear with, used only if clearColor is true.
depth The depth to clear the z-buffer with, used only if clearDepth is true. The valid range is from 0 (near plane) to 1 (far plane). The value is graphics API agnostic: the abstraction layer will convert the value to match the convention of the current graphics API.

Description

Clear the current render buffer.

This clears the screen or the active RenderTexture you are drawing into. The cleared area is limited by the active viewport. This operation might alter the model/view/projection matrices.

In most cases, a Camera will already be configured to clear the screen or RenderTexture and you will not need to perform this operation manually.

Additional resources: GL.ClearWithSkybox.