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Showing content from https://docs.unity3d.com/6000.0/Documentation/Manual/SL-MultipleProgramVariants-shortcuts.html below:

Manual: Add built-in keyword sets

Toggle shader keywords in a script

Branch in a shader via built-in macros

Add built-in keyword sets

You can use Unity shaderA program that runs on the GPU. More info
See in Glossary
directive shortcuts to create sets of shader keywords and variants. For example, the following example adds SHADOWS_DEPTH and SHADOWS_CUBE keywords and variants:

#pragma multi_compile_shadowcaster
Shader directive shortcuts Shortcut Shader keywords Unity adds Unity adds a shader variant with all the keywords off Shader pass that uses the shader variants multi_compile_fog FOG_LINEAR, FOG_EXP, FOG_EXP2 Yes Fog multi_compile_fwdadd POINT DIRECTIONAL SPOT POINT_COOKIE DIRECTIONAL_COOKIE No PassType.ForwardAdd multi_compile_fwdadd_fullshadows POINT, DIRECTIONAL, SPOT, POINT_COOKIE, DIRECTIONAL_COOKIE, SHADOWS_DEPTH SHADOWS_SCREEN SHADOWS_CUBE SHADOWS_SOFT SHADOWS_SHADOWMASK, LIGHTMAP_SHADOW_MIXING No PassType.ForwardAdd. Adds the ability for the lights to have real-time shadows. multi_compile_fwdbase DIRECTIONAL, LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, SHADOWS_SCREEN, SHADOWS_SHADOWMASK, LIGHTMAP_SHADOW_MIXING, LIGHTPROBE_SH No PassType.ForwardBase. multi_compile_fwdbasealpha DIRECTIONAL, LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, LIGHTMAP_SHADOW_MIXING, VERTEXLIGHT_ON, LIGHTPROBE_SH No PassType.ForwardBase multi_compile_instancing INSTANCING_ON. Also adds PROCEDURAL_ON if your project uses procedural instancing. Yes Instancing multi_compile_lightpass POINT, DIRECTIONAL, SPOT, POINT_COOKIE, DIRECTIONAL_COOKIE, SHADOWS_DEPTH, SHADOWS_SCREEN, SHADOWS_CUBE, SHADOWS_SOFT, SHADOWS_SHADOWMASK, LIGHTMAP_SHADOW_MIXING No All passes that draw real-time light and shadows, except Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary
. multi_compile_particles SOFTPARTICLES_ON Yes Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
passes. multi_compile_prepassfinal LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, UNITY_HDR_ON, SHADOWS_SHADOWMASK, LIGHTPROBE_SH Yes PassType.Deferred multi_compile_shadowcaster SHADOWS_DEPTH, SHADOWS_CUBE No PassType.ShadowCaster multi_compile_shadowcollector SHADOWS_SPLIT_SPHERES, SHADOWS_SINGLE_CASCADE Yes Screen-space shadows. Remove variants

You can use the skip_variants directive to remove keywords you don’t use.

For example, the following example adds the keywords for the multi_compile_fwdadd set, but removes the POINT and POINT_COOKIES variants.

#pragma multi_compile_fwdadd
#pragma skip_variants POINT POINT_COOKIE

Refer to Strip shader variants for more information about removing variants.

Additional resources

Toggle shader keywords in a script

Branch in a shader via built-in macros


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