Version: Unity 6 (6000.0)
Language : English
Setting the render state on the GPU
Set the culling mode in a shader

Enable conservative rasterization in a shader

Rasterization is a rendering technique that converts vector data (triangle projections) to pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
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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 rasterizationThe process of generating an image by calculating pixels for each polygon or triangle in the geometry. This is an alternative to ray tracing.
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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 cullingA process that disables rendering GameObjects that are hidden (occluded) from the view of the camera. More info
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, collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
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detection on the GPU, or visibility detection.

Conservative rasterization means that the GPU generates more fragments on triangle edges; this leads to more fragment shaderA program that runs on the GPU. More info
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invocations, which can lead to increased GPU frame times.

Check for hardware support using the SystemInfo.supportsConservativeRaster API. On hardware that does not support this command, it is ignored.

Example

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.
        }
    }
}

Additional resources

Setting the render state on the GPU
Set the culling mode in a shader