Sets the color channel writing mask, which prevents the GPU from writing to channels in the render target.
| 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 | 
|---|---|---|---|---|
| ColorMask | 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 | 
|---|---|---|
ColorMask <channels> | 
	ColorMask RGB | 
	Write to the given channels of the default render target. | 
ColorMask <channels> <render target> | 
	ColorMask RGB 2 | 
	As above, but for a given render target. | 
| Parameter | Value | Function | 
|---|---|---|
| render target | Integer, 0 through 7. | The render target index. | 
| channels | 0 | 
	Disables color writes to the R, G, B, and A channels. | 
R | 
	Enables color writes to the red channel. | |
G | 
	Enables color writes to the green channel. | |
B | 
	Enables color writes to the blue channel. | |
A | 
	Enables color writes to the alpha channel. | |
Any combination of R, G, B, and A without spaces. For example: RB
 | 
	Enables color writes to the given channels. |