The facing direction in which triangles will be culled.
The maximum depth bias of a fragment.
A scalar factor controlling the depth value added to each fragment.
A scalar factor applied to a fragment's slope in depth calculations.
true to bias fragment depth values.
true to enable depth clip, false to enable depth clamp.
Whether polygons will be filled in or drawn as lines.
The vertex winding that will cause a triangle to be determined as front-facing.
A structure specifying the parameters of the graphics pipeline rasterizer state.
NOTE: Some backend APIs (D3D11/12) will enable depth clamping even if enable_depth_clip is true. If you rely on this clamp+clip behavior, consider enabling depth clip and then manually clamping depth in your fragment shaders on Metal and Vulkan.