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 GPU’s depth clip mode, which determines how the GPU handles fragments that are outside of the near and far planes.
| 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 |
|---|---|---|---|---|
| ZClip | 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 |
|---|---|---|
| ZClip [enabled] | ZClip True | Sets the depth clip mode. |
| Parameter | Value | Function |
|---|---|---|
| enabled | True | Sets the depth clip mode to clip. This is the default setting. |
| False | Sets the depth clip mode to clamp. Fragments closer than the near plane are at the near plane exactly, and fragments further away than the far plane are at the far plane exactly. |