Rendering - supyrb/ConfigurableShaders GitHub Wiki

With rendering you can define how an object is culled, if it writes to the depth buffer, what color channels it can write to the color buffer and more Unity Manual.

Stencil shader inspector with dropdown enums
Shader File

Usage

Shader "ConfigurableShaders/Rendering"
{
	Properties
	{		
		...

		[Header(Rendering)]
		_Offset("Offset", float) = 0
		[Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Int) = 2
		[Enum(Off,0,On,1)] _ZWrite("ZWrite", Int) = 1
		[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
		[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
	}

	SubShader
	{
		Pass
		{
			Tags { "RenderType"="Opaque" "Queue" = "Geometry" }
			Cull [_Culling]
			Offset [_Offset], [_Offset]
			ZWrite [_ZWrite]
			ZTest [_ZTest]
			ColorMask [_ColorMask]

			...
		}
	}
}

References

Offset

Changes the depth of a material relative to the camera. This way you can pull (negative) or push (positive) objects to the camera without changing their positions.
Manual

Culling

Decides which sides of a mesh a rendered.
Manual
Enum

public enum CullMode
{
	Off = 0,
	Front = 1,
	Back = 2
}

ZWrite

Toggles if an object should write to the depth buffer.
Manual

private enum ZWrite
{
	Off = 0,
	On = 1
}

ColorMask

Defines what is being written in the color buffer. You can for example render nothing in the color buffer, but enable z-writing to just render the shadow of an object without rendering the object to the color buffer. Be aware, that optimizing shaders to write to RGB instead of RGBA can lead to performance degradation (also Unity Manual). Manual
Enum

public enum ColorWriteMask
{
	None = 0,
	Alpha = 1,
	Blue = 2,
	Green = 4,
	Red = 8,
	All = 15
}

ZTest

Defines the testing operation against the depth buffer to decide if an object should be rendered.
Manual
Enum

public enum CompareFunction
{
	Disabled = 0,
	Never = 1,
	Less = 2,
	Equal = 3,
	LessEqual = 4,
	Greater = 5,
	NotEqual = 6,
	GreaterEqual = 7,
	Always = 8
}