How Unity compiles branching shaders
Make shader behavior conditional on keywords
Declare shader keywordsTo 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:
dynamic_branch
to keep branching code in one compiled shader program.multi_compile
or shader_feature
to compile multiple shader variants, which means thereâs a separate shader program for each branch.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, itâs 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 keywordsThe 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 canât do the following:
dynamic_branch
and shader_feature
or multi_compile
. Unity uses dynamic_branch
if you do this.At runtime, Unity has no concept of sets. You can enable or disable any keyword independently. As a result, itâs 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.
How Unity compiles branching shaders
Make shader behavior conditional on keywords
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