Cull command in ShaderLab reference
Reference for the Cull command in ShaderLab.
阅读时间1 分钟最后更新于 23 天前
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. |