Check or write to the stencil buffer in a shader
Set the color channels the GPU renders to

Set the blending mode in a shader

The Blend command determines how the GPU combines the output of the fragment shaderA program that runs on the GPU. More info
See in Glossary
with the render target.

The functionality of this command depends on the blending operation, which you can set using the BlendOp command. Note that while blending itself is supported on all graphics APIs and hardware, some blending operations have more limited support.

Enabling blending disables some optimizations on the GPU (mostly hidden surface removal/Early-Z), which can lead to increased GPU frame times.

Common blend types

Here is the syntax for the most common blend types:

Blend SrcAlpha OneMinusSrcAlpha // Traditional transparency Blend One OneMinusSrcAlpha // Premultiplied transparency Blend One One // Additive Blend OneMinusDstColor One // Soft additive Blend DstColor Zero // Multiplicative Blend DstColor SrcColor // 2x multiplicative

Examples

Shader "Examples/CommandExample" { SubShader { // The rest of the code that defines the SubShader goes here. Pass { // Enable regular alpha blending for this Pass Blend SrcAlpha OneMinusSrcAlpha // The rest of the code that defines the Pass goes here. } } }

This example code demonstrates the syntax for using this command in a SubShader block.

Shader "Examples/CommandExample" { SubShader { // Enable regular alpha blending for this SubShader Blend SrcAlpha OneMinusSrcAlpha // The rest of the code that defines the SubShader goes here. Pass { // The rest of the code that defines the Pass goes here. } } }

Additional resources


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  • Check or write to the stencil buffer in a shader
    Set the color channels the GPU renders to