Version: Unity 6.1 Alpha (6000.1)
Language : English
Fullscreen Master Stack reference for Shader Graph in URP
Color

Fullscreen Master Stack in Shader Graph reference for URP

The Fullscreen Master Stack has a variety of properties in the Graph Settings window which control the overall appearance of the Fullscreen shaderA program that runs on the GPU. More info
See in Glossary
.

Surface Options

Property Description
Allow Override Material Exposes the Graph Settings properties in the Material’s Surface Options. Note: You can only expose properties that you enable in Graph Settings. If you enable one of these properties, you can’t disable it in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
under the Material’s Surface Options.
Blend Mode Specifies the blend mode to use when Unity renders the full-screen shader. Each option has an equivalent BlendMode operation. Note: When you write to a BlitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
See in Glossary
shader, disable this property to avoid undesired effects.
    Alpha Uses the shader’s alpha value to control its opacity. BlendMode operation: Blend SrcAlpha OneMinusSrcAlpha
    Premultiply Multiplies the RGB values of the transparent shader by its alpha value, then applies a similar effect to the shader as Alpha. BlendMode operation: Blend One OneMinusSrcAlpha
    Additive Adds the color values of the full-screen shader and the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
output together. BlendMode operation: Blend One One
    Multiply Multiplies the color of the full-screen shader with the color of the Camera’s output. BlendMode operation: Blend DstColor Zero
    Custom Set every parameter of the blending equation manually. For more information, refer to Custom blend modes.
Depth Test Specifies the function this shader uses to perform the depth test.
    Disabled Does not perform a depth test.
    Never The depth test never passes.
    Less The depth test passes if the 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
’s depth value is less than the value stored in 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
.
    Equal The depth test passes if the pixel’s depth value is equal to the value stored in the depth buffer.
    Less Equal The depth test passes if the pixel’s depth value is less than or equal to the value stored in the depth buffer. This renders the tested pixel in front of other pixels.
    Greater The depth test passes if the pixel’s depth value is greater than the value stored in the depth buffer.
    Not Equal The depth test passes if the pixel’s depth value is not equal to the value stored in the depth buffer.
    Greater Equal The depth test passes if the pixel’s depth value is greater than or equal to the value stored in the depth buffer.
    Always The depth test always passes, and Unity does not compare the pixel’s depth value to the value it has stored in the depth buffer.
Depth Write Indicates whether Unity writes depth values for GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
that use this shader. Enable this property to write the depth value to the depth buffer and use a depth Fragment block.
Depth Write Mode Determines the depth value’s input format before Unity passes it to the depth buffer. This property determines which Depth block you can use in the Fragment context.This property appears when you enable Depth Write.
    LinearEye Converts the depth value into a value scaled to world space. This new value represents the depth (in meters) from the near to the far plane of the Camera.
    Linear01 Uses a linear depth value range between 0 and 1.
    Raw Does not convert the depth buffer value. Use this setting with a nonlinear depth value or when you directly sample the depth value from the depth buffer.
Enable Stencil This property gives you control over all stencil fields. Refer to Stencil properties for information about the options that become available when you enable this property.
Custom Editor GUI Accepts the full name of a C# class that inherits FullscreenShaderGUI. For information on how to use a custom editor, refer to ShaderLab: assigning a custom editor.

Custom Blend Mode

Use the Custom blend mode to create a blend mode different from those available in Surface Options. To show these options, set Blend Mode to Custom. The Custom blend mode properties specify the blending operation to use for this full-screen shader’s alpha and color channels.

In the blend mode properties, Src (source) refers to the full-screen shader itself. Dst (destination) refers to the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
camera’s raw output, which this shader doesn’t affect. The blending operation applies the source contents to the destination contents to produce a rendering result.

For more information on the blending equation, refer to ShaderLab command: Blend.

Color Blend Mode

Determines the blending equation Unity uses for the red, green, and blue channels (RGB). Each setting defines one part of the equation.

Property Description
Src Color Sets the blend mode of the source color.
Dst Color Sets the blend mode of the destination color.
Color Operation Determines how to combine the source and destination color during the blending process. For information on these options refer to ShaderLab command: BlendOp

Alpha Blend Mode

Determines the blending equation Unity uses for the alpha channel. Each setting defines one part of the equation.

Property Description
Src Sets the blend mode of the source alpha. For information on these options, refer to Valid parameter values.
Dst Sets the blend mode of the destination alpha. For information on these options, refer to Valid parameter values.
Blend Operation Alpha Determines how to combine the source and destination alpha during the blending process. For more information on these options, refer to ShaderLab command: BlendOp

Stencil properties

These properties affect how this full-screen Shader Graph uses the stencil bufferA memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation. More info
See in Glossary
. For more information on the stencil buffer, refer to SL-Stencil.

Property Description
Reference Determines the stencil reference value this shader uses for all stencil operations.
Read Mask Determines which bits this shader can read during the stencil test.
Write Mask Determines which bits this shader can write to during the stencil test.
Comparison Determines the comparison function this shader uses during the stencil test.
    Disabled Does not perform a stencil test.
    Never The stencil test never passes.
    Less The stencil test passes if the pixel’s depth value is less than the value stored in the depth buffer.
    Equal The stencil test passes if the pixel’s depth value is equal to the value stored in the depth buffer.
    Less Equal The stencil test passes if the pixel’s depth value is less than or equal to than the depth buffer value. This renders the tested pixel in front of other pixels.
    Greater The stencil test passes if the pixel’s depth value is greater than the value stored in the depth buffer.
    Not Equal The stencil test passes if the pixel’s depth value is not equal to the value stored in the depth buffer.
    Greater Equal The stencil test passes if the pixel’s depth value is greater than or equal to the value stored in the depth buffer.
    Always The stencil test always passes,and Unity does not compare the pixel’s depth value to the value it has stored in the depth buffer.
Pass Determines the operation this shader executes if the stencil test succeeds.
For more information on this property’s options, refer to pass and fail options.
Fail Determines the operation this shader executes if the stencil test fails.
For more information on this property’s options, refer to pass and fail options.
Depth Fail Determines the operation this shader executes if the depth test fails. This option has no effect if the depth test Comparison value is Never or Disabled.
For more information on this property’s options, refer to pass and fail options.

Pass and Fail options

Option Description
Keep Does not change the current contents of the stencil buffer.
Zero Writes a value of 0 into the stencil buffer.
Replace Writes the Reference value into the buffer.
IncrementSaturate Adds a value of 1 to the current value in the buffer. A value of 255 remains 255.
DecrementSaturate Subtracts a value of 1 from the current value in the buffer. A value of 0 remains 0.
Invert Performs a bitwise NOT operation. This means it negates all the bits of the current value in the buffer.
For example, a decimal value of 59 is 0011 1011 in binary. The NOT operation reverses each bit to 1100 0100, which is a decimal value of 196.
IncrementWrap Adds a value of 1 to the current value in the buffer. A value of 255 becomes 0.
DecrementWrap Subtracts a value of 1 from the current value in the buffer. A value of 0 becomes 255.
Fullscreen Master Stack reference for Shader Graph in URP
Color