# Offset command in ShaderLab reference

> Reference for the Offset command in ShaderLab.

Sets the depth bias on the GPU.

## Render pipeline compatibility

| **Feature name** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** | **Custom SRP** | **Built-in Render Pipeline** |
| ---------------- | ----------------------------------- | ------------------------------------------ | -------------- | ---------------------------- |
| **Offset**       | Yes                                 | Yes                                        | Yes            | Yes                          |

## Syntax

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**                                                                        |
| -------------------------- | ------------------ | ----------------------------------------------------------------------------------- |
| `Offset <factor>, <units>` | `Offset 1, 1`      | Draw geometry closer to or further away from the camera, based on the given values. |

## Parameters

| **Parameter** | **Value**                  | **Function**                                                                                                                                                                                                                                                                                                                        |
| ------------- | -------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **factor**    | Float, range -1 through 1. | Scales the maximum Z slope, also called the depth slope, to produce a variable depth offset for each polygon.Polygons that are not parallel to the near and far clip planes have Z slope. Adjust this value to avoid visual artifacts on such polygons.                                                                             |
| **units**     | Float, range -1 through 1. | Scales the minimum resolvable depth buffer value, to produce a constant depth offset. The minimum depth resolvable depth buffer value (one *unit*) varies by device.A negative value means that the GPU draws the polygon closer to the camera. A positive value means that the GPU draws the polygon further away from the camera. |

## Additional resources

* [Set the depth bias in a shader](/engine/6000.3/manual/materials-and-shaders/shaders/writing-custom/shader-writing/sl/writing-shader-render-state-commands/set-depth-bias.md)
