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Stencil command in ShaderLab reference

Reference for the Stencil command in ShaderLab.
Read time 6 minutesLast updated a month ago

Important
The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
Configures settings relating to the stencil buffer on the GPU.

Render pipeline compatibility

Feature name

Universal Render Pipeline (URP)

High Definition Render Pipeline (HDRP)

Custom SRP

Built-in Render Pipeline

StencilYesYesYesYes

Syntax

Signature

Example syntax

Function

Stencil

{

    
Ref <ref>

    
ReadMask <readMask>

    
WriteMask <writeMask>

    
Comp <comparisonOperation>

    
Pass <passOperation>

    
Fail <failOperation>

    
ZFail <zFailOperation>

    
CompBack <comparisonOperationBack>

    
PassBack <passOperationBack>

    
FailBack <failOperationBack>

    
ZFailBack <zFailOperationBack>

    
CompFront <comparisonOperationFront>

    
PassFront <passOperationFront>

    
FailFront <failOperationFront>

    
ZFailFront <zFailOperationFront>

}


Note that all parameters are optional.
Stencil

{

    
Ref 2

    
Comp equal

    
Pass keep

    
ZFail decrWrap

}
Configures the stencil buffer according to the given parameters.

Parameters

Parameter

Value

Function

refAn integer. Range 0 through 255. Default is 0.The reference value.

The GPU compares the current contents of the stencil buffer against this value, using the operation defined in comparisonOperation.

This value is masked with readMask or writeMask, depending on whether a read or a write operation is occurring.

The GPU can also write this value to the stencil buffer, if Pass, Fail or ZFail have a value of Replace.
readMaskAn integer. Range 0 through 255. Default is 255.The GPU uses this value as a mask when it performs the stencil test.

See above for the stencil test equation.
writeMaskAn integer. Range 0 through 255. Default is 255.The GPU uses this value as a mask when it writes to the stencil buffer.

Note that, like other masks, it specifies which bits are included in the operation. For example, a value of 0 means that no bits are included in the write operation, not that the stencil buffer receives a value of 0.
comparisonOperationA comparison operation. See Comparison operation values for valid values. Default is Always.The operation that the GPU performs for the stencil test for all pixels.

This defines the operation for all pixels, regardless of facing. If this is defined in addition to comparisonOperationBack and comparisonOperationFront, this value overrides them.
passOperationA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel pases both the stencil test and the depth test.

This defines the operation for all pixels, regardless of facing. If this is defined in addition to passOperationBack and passOperationFront, this value overrides them.
failOperationA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel fails the stencil test.

This defines the operation for all pixels, regardless of facing. If this is defined in addition to failOperationBack and failOperationFront, this value overrides them.
zFailOperationA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel passes the stencil test, but fails the depth test.

This defines the operation for all pixels, regardless of facing. If this is defined in addition to zFailOperationBack and zFailOperationFront, this value overrides them.
comparisonOperationBackA comparison operation. See Comparison operation values for valid values. Default is Always.The operation that the GPU performs for the stencil test.

This defines the operation for back-facing pixels only. If comparisonOperation is defined, that value overrides this one.
passOperationBackA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel pases both the stencil test and the depth test.

This defines the operation for back-facing pixels only. If passOperation is defined, that value overrides this one.
failOperationBackA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel fails the stencil test.

This defines the operation for back-facing pixels only. If failOperation is defined, that value overrides this one.
zFailOperationBackA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel passes the stencil test, but fails the depth test.

This defines the operation for back-facing pixels only. If zFailOperation is defined, that value overrides this one.
comparisonOperationFrontA comparison operation. See Comparison operation values for valid values. Default is Always.The operation that the GPU performs for the stencil test.

This defines the operation for front-facing pixels only. If comparisonOperation is defined, that value overrides this one.
passOperationFrontA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel pases both the stencil test and the depth test.

This defines the operation for front-facing pixels only. If passOperation is defined, that value overrides this one.
failOperationFrontA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel fails the stencil test.

This defines the operation for front-facing pixels only. If failOperation is defined, that value overrides this one.
zFailOperationFrontA stencil operation. See Stencil operation values for valid values. Default is Keep.The operation that the GPU performs on the stencil buffer when a pixel passes the stencil test, but fails the depth test.

This defines the operation for front-facing pixels only. If zFailOperation is defined, that value overrides this one.

Comparison values

In C#, these values are represented by the Rendering.CompareFunction enum.

Value

Corresponding integer value in Rendering.CompareFunction enum

Function

Never
1Never render pixels.
Less
2Render pixels when their reference value is less than the current value in the stencil buffer.
Equal
3Render pixels when their reference value is equal to the current value in the stencil buffer.
LEqual
4Render pixels when their reference value is less than or equal to the current value in the stencil buffer.
Greater
5Render pixels when their reference value is greater than the current value in the stencil buffer.
NotEqual
6Render pixels when their reference value differs from the current value in the stencil buffer.
GEqual
7Render pixels when their reference value is greater than or equal to the current value in the stencil buffer.
Always
8Always render pixels.

Stencil values

In C#, these values are represented by the Rendering.Rendering.StencilOp enum.

Value

Corresponding integer value in Rendering.StencilOp enum

Function

Keep
0Keep the current contents of the stencil buffer.
Zero
1Write 0 into the stencil buffer.
Replace
2Write the reference value into the buffer.
IncrSat
3Increment the current value in the buffer. If the value is 255 already, it stays at 255.
DecrSat
4Decrement the current value in the buffer. If the value is 0 already, it stays at 0.
Invert
5Negate all the bits of the current value in the buffer.
IncrWrap
6Increment the current value in the buffer. If the value is 255 already, it becomes 0.
DecrWrap
7Decrement the current value in the buffer. If the value is 0 already, it becomes 255.

Additional resources