Sets the conditions under which geometry passes or fails depth testing.
| Feature name | Universal 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 (URP) |
High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline |
|---|---|---|---|---|
| ZTest | 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 |
|---|---|---|
| ZTest [operation] | ZTest Less | Set the conditions under which geometry passes or fails depth testing. |
| Parameter | Value | Function |
|---|---|---|
| operation | ||
| Disabled | Disable the depth test. | |
| Never | Draw no geometry, regardless of distance. | |
| Less | Draw geometry that is in front of existing geometry. Do not draw geometry that is at the same distance as or behind existing geometry. | |
| Equal | Draw geometry that is at the same distance as existing geometry. Do not draw geometry that is in front of or behind existing geometry. | |
| LEqual | Draw geometry that is in front of or at the same distance as existing geometry. Do not draw geometry that is behind existing geometry. This is the default value. |
|
| Greater | Draw geometry that is behind existing geometry. Do not draw geometry that is at the same distance as or in front of existing geometry. | |
| NotEqual | Draw geometry that is not at the same distance as existing geometry. Do not draw geometry that is at the same distance as existing geometry. | |
| GEqual | Draw geometry that is behind or at the same distance as existing geometry. Do not draw geometry that is in front of existing geometry. | |
| Always | No depth testing occurs. Draw all geometry, regardless of distance. |