设置颜色通道写入遮罩,以防止 GPU 写入渲染目标中的通道。
默认情况下,GPU 写入所有通道 (RGBA)。对于某些效果,您可能希望不修改某些通道;例如,您可以禁用颜色渲染来渲染无色阴影。另一个常见的用例是完全禁用颜色写入,以便您在一个缓冲区中填充数据而无需写入其他缓冲区;例如,您可能需要在不写入渲染目标的情况下填充模板缓冲区。
功能名称 | 内置渲染管线 | 通用渲染管线 (URP) | 高清渲染管线 (HDRP) | 自定义 SRP |
---|---|---|---|---|
ColorMask | 是 | 是 | 是 | 是 |
此命令会更改渲染状态。在 Pass
代码块中使用它可为该通道设置渲染状态,或者在 SubShader
代码块中使用它可为该子着色器中的所有通道设置渲染状态。
签名 | 示例语法 | 功能 |
---|---|---|
ColorMask <channels> |
ColorMask RGB |
写入默认渲染目标的给定通道。 |
ColorMask <channels> <render target> |
ColorMask RGB 2 |
如上,但针对给定的渲染目标。 |
参数 | 值 | 功能 |
---|---|---|
render target | 整数,0 到 7。 | 渲染目标索引。 |
channels | 0 |
启用对 R、G、B 和 A 通道的颜色写入。 |
R |
启用对红色通道的颜色写入。 | |
G |
启用对绿色通道的颜色写入。 | |
B |
启用对蓝色通道的颜色写入。 | |
A |
启用对 Alpha 通道的颜色写入。 | |
R 、G 、B 和 A 的任意组合,无空格。例如:RB
|
启用对给定通道的颜色写入。 |
Shader "Examples/CommandExample"
{
SubShader
{
// 此处是定义子着色器的代码的其余部分。
Pass
{
// 对此通道启用仅写入 RGB 通道,这会禁用向 Alpha 通道写入
ColorMask RGB
// 此处是定义通道的代码的其余部分
}
}
}
此示例代码演示在 SubShader 代码块中使用此命令的语法。
Shader "Examples/CommandExample"
{
SubShader
{
// 对此通道启用仅写入 RGB 通道,这会禁用向 Alpha 通道写入
ColorMask RGB
// 此处是定义子着色器的代码的其余部分。
Pass
{
// 此处是定义通道的代码的其余部分。
}
}
}
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