Sets which polygons the GPU should cull, based on the direction that they are facing relative to 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.
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 |
---|---|---|---|---|
Cull | 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 |
---|---|---|
Cull <state> |
Cull Back |
Sets which polygons the GPU should cull, based on the direction that they face relative to the camera. |
Parameter | Value | Function |
---|---|---|
state | Back |
Cull polygons that face away from the camera. This is called back-face culling. This is the default value. |
Front |
Cull polygons that face towards the camera. This is called front-face culling. Use this for turning geometry inside-out. |
|
Off |
Do not cull polygons based on the direction that they face. Use this for special effects, such as transparent objects or double-sided walls. |
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