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Showing content from https://docs.unity3d.com/Manual/urp/urp-shaders/../../SL-MultipleProgramVariants-declare.html below:

Unity - Manual: Declare shader keywords

How Unity compiles branching shaders

Make shader behavior conditional on keywords

Declare shader keywords

To declare shaderA program that runs on the GPU. More info
See in Glossary
keywords, use a #pragma directive in the HLSL code. For example:

#pragma shader_feature REFLECTION_TYPE1 REFLECTION_TYPE2 REFLECTION_TYPE3

Use one of the following shader directives:

For information about when to use which shader directive, refer to How Unity compiles branching shaders.

If a shader uses more than 128 keywords in total, your project might be slower. As a result, it’s best to keep the number of keywords low. The total number of keywords include 4 keywords per shader that Unity always reserves.

Declare sets of keywords

The keywords in a single #pragma statement are together called a set.

For example, to declare a set of three keywords:

#pragma shader_feature REFLECTION_TYPE1 REFLECTION_TYPE2 REFLECTION_TYPE3

You can declare multiple sets of keywords in a single shader. For example, to create two sets:

#pragma shader_feature REFLECTION_TYPE1 REFLECTION_TYPE2 REFLECTION_TYPE3
#pragma shader_feature RED GREEN BLUE WHITE

You can’t do the following:

Enable multiple keywords in a set

At runtime, Unity has no concept of sets. You can enable or disable any keyword independently. As a result, it’s possible to enable two or more keywords from the same set at the same time, or disable all the keywords.

If you use shader_feature and enable multiple keywords from the same set, Unity tries to find the shader variant that most closely matches. This can lead to unintended results.

Additional resources

How Unity compiles branching shaders

Make shader behavior conditional on keywords


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