Enables or disables conservative rasterizationThe process of generating an image by calculating pixels for each polygon or triangle in all the geometry. This is an alternative to ray tracing.
See in Glossary.
Rasterization is a renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary technique that converts vector data (triangle projections) to pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary data (render target) by determining which pixels are covered by triangles. Normally, a GPU determines whether or not to rasterize a pixel by sampling points within the pixel to determine whether they are covered by the triangle; if the coverage is sufficient, then the GPU determines that the pixel is covered. Conservative rasterization means that the GPU rasterizes a pixel that is partially covered by a triangle, regardless of coverage. This is useful when certainty is required, such as when performing occlusion cullingA feature that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects. More info
See in Glossary, collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
See in Glossary detection on the GPU, or visibility detection.
Conservative rasterization means that the GPU generates more fragments on triangle edges; this leads to more fragment shaderA program that runs on the GPU. More info
See in Glossary invocations, which can lead to increased GPU frame times.
Feature name | Built-in Render Pipeline | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP |
---|---|---|---|---|
Conservative | Yes | Yes | Yes | Yes |
This command makes a change to the render state. Use it in a Pass
block to set the render state for that Pass, or use it in a SubShader
block to set the render state for all Passes in that SubShader.
Check for hardware support using the SystemInfo.supportsConservativeRaster API. On hardware that does not support this command, it is ignored.
Signature | Example syntax | Function |
---|---|---|
Conservative <enabled> |
Conservative True |
Enables or disables conservative rasterization. Requires DX 11.3+, or GL_NV_conservative_raster. |
Parameter | Value | Function |
---|---|---|
enabled | True |
Enables conservative rasterization. |
False |
Disables conservative rasterization. |
Shader "Examples/CommandExample"
{
SubShader
{
// The rest of the code that defines the SubShader goes here.
Pass
{
// Enable conservative rasterization for this Pass.
Conservative True
// The rest of the code that defines the Pass goes here.
}
}
}
This example code demonstrates the syntax for using this command in a SubShader block.
Shader "Examples/CommandExample"
{
SubShader
{
// Enable conservative rasterization for this SubShader.
Conservative True
// The rest of the code that defines the SubShader goes here.
Pass
{
// The rest of the code that defines the Pass goes here.
}
}
}