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    Enum UserStencilUsage

    Stencil bit exposed to user and not reserved by HDRP. Note that it is important that the Write Mask used in conjunction with these bits includes only this bits. For example if you want to tag UserBit0, the shaderlab code for the stencil state setup would look like:

        WriteMask 64 // Value of UserBit0
        Ref  64 // Value of UserBit0
        Comp Always
        Pass Replace
    

    Or if for example you want to write UserBit0 and zero out the UserBit1, the shaderlab code for the stencil state setup would look like:

        WriteMask MyWriteMask // with MyWriteMask define in C# as MyWriteMask = (UserStencilUsage.UserBit0 | UserStencilUsage.UserBit1)
        Ref MyRef // with MyRef define in C# as MyRef = UserStencilUsage.UserBit0
        Comp Always
        Pass Replace
    
    네임스페이스: UnityEngine.Rendering.HighDefinition
    어셈블리: solution.dll
    구문
    public enum UserStencilUsage

    필드

    이름 설명
    UserBit0

    User stencil bit 0.

    UserBit1

    User stencil bit 1.

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