Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.
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. |