Sets whether the depth bufferA memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info
See in Glossary contents are updated during rendering. Normally, ZWrite is enabled for opaque objects and disabled for semi-transparent ones.
Disabling ZWrite can lead to incorrect depth ordering. In this case, you need to sort geometry on the CPU.
Feature name | Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info See in Glossary |
Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP |
---|---|---|---|---|
ZWrite | 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.
Signature | Example syntax | Function |
---|---|---|
ZWrite [state] | ZWrite Off | Enables or disables writing to the depth buffer. |
Parameter | Value | Function |
---|---|---|
state | On | Enables writing to the depth buffer. |
Off | Disables writing to the depth buffer. |
This example code demonstrates the syntax for using this command in a Pass block.
Shader "Examples/CommandExample"
{
SubShader
{
// The rest of the code that defines the SubShader goes here.
Pass
{
// Disables writing to the depth buffer for this Pass
ZWrite Off
// 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
{
// Disables writing to the depth buffer for this SubShader
ZWrite Off
// The rest of the code that defines the SubShader goes here.
Pass
{
// The rest of the code that defines the Pass goes here.
}
}
}
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