Offset command in ShaderLab reference
Reference for the Offset command in ShaderLab.
Read time 1 minuteLast updated 23 days ago
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 block to set the render state for that Pass, or use it in a block to set the render state for all Passes in that SubShader.
PassSubShaderSignature | Example syntax | Function |
|---|---|---|
| | 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. |