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 the depth bias on the GPU.
| 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 |
|---|---|---|---|---|
| Offset | 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 |
|---|---|---|
Offset <factor>, <units> |
Offset 1, 1 |
Draw geometry closer to or further away from the camera, based on the given values. |
| Parameter | Value | Function |
|---|---|---|
| factor | Float, range –1 through 1. | Scales the maximum Z slope, also called the depth slope, to produce a variable depth offset for each polygon. Polygons that are not parallel to the near and far clip planes have Z slope. Adjust this value to avoid visual artifacts on such polygons. |
| units | Float, range –1 through 1. | Scales the minimum resolvable depth buffer value, to produce a constant depth offset. The minimum depth resolvable depth buffer value (one unit) varies by device. A negative value means that the GPU draws the polygon closer to the camera. A positive value means that the GPU draws the polygon further away from the camera. |