Cull command in ShaderLab reference
Reference for the Cull command in ShaderLab.
阅读时间1 分钟最后更新于 1 个月前
Sets which polygons the GPU should cull, based on the direction that they are facing relative to the camera.
Render pipeline compatibility
Feature name | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline |
|---|---|---|---|---|
| Cull | 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 |
|---|---|---|
| | Sets which polygons the GPU should cull, based on the direction that they face relative to the camera. |
Parameters
Parameter | Value | Function |
|---|---|---|
| state | | Cull polygons that face away from the camera. This is called back-face culling. This is the default value. |
| Cull polygons that face towards the camera. This is called front-face culling. Use this for turning geometry inside-out. | |
| Do not cull polygons based on the direction that they face. Use this for special effects, such as transparent objects or double-sided walls. |