Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Camera.clearStencilAfterLightingPass

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var clearStencilAfterLightingPass: bool;
public bool clearStencilAfterLightingPass;

Description

Should the camera clear the stencil buffer after the deferred light pass?

When using Deferred Shading or Legacy Deferred Lighting, the g-buffer and lighting passes use the stencil buffer. By default contents of the stencil buffer are preserved (not cleared) and end up containing information related to lights. Setting this property to true makes stencil be cleared to zero after the deferred light pass is done.

Typically if you're using deferred shading camera and UI elements with Masks (see Mask), you'll want the stencil buffer to be cleared.

Did you find this page useful? Please give it a rating: