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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
    
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Flags]
    public enum UserStencilUsage

    Fields

    Name Description
    AllUserBits

    The mask of all the user bits.

    None

    All stencil bits disabled.

    UserBit0

    User stencil bit 0.

    UserBit1

    User stencil bit 1.

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