Toggle shader keywords in a script
Branch in a shader via built-in macros
Add built-in keyword setsYou 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 infomulti_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 infomulti_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 donât 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 resourcesToggle shader keywords in a script
Branch in a shader via built-in macros
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