This page contains information on working with shaderA program that runs on the GPU. More info
See in Glossary keywords in HLSL code. For a general introduction to shader keywords, see Shader keywords. For information on declaring and using shader keywords in Shader Graph, see Keywords.
In your HLSL code, use #pragma
directives to declare shader keywords, and #if
directives to indicate that a section of shader code depends on the state of a shader keyword. You can use shader keywords in regular graphics shaders (including Surface ShadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary).
To declare shader keywords, use one of the following #pragma
directives in the HLSL code:
Directive | Description |
---|---|
#pragma multi_compile |
Declares a set of keywords. By default, these keywords have global scope and affect all shader stages. The build process includes all keywords from this set. |
#pragma shader_feature |
Declares a set of keywords, and also instructs the compiler to compile variants where none of these keywords are enabled. By default, these keywords have global scope and affect all shader stages. The build process includes keywords from this set that are in use at build time. |
For information on the difference between #pragma multi_compile
and #pragma shader_feature
, and guidance on when to use which one, see Shader keywords.
Note: If you add a shader to the list of Always Included Shaders in the Graphics settings window, Unity includes all keywords from all sets in the build, even if they were declared with #pragma shader_feature
.
You can also add suffixes to these directives to modify their behavior:
_local
to indicate that a set of keywords has local scope and cannot be overridden by global keywords; otherwise, the keywords have global scope and can be overridden by global keywords. For more information, see Shader keywords: global and local scope.#pragma multi_compile
, or #pragma shader_feature
directives; for example, #pragma multi_compile_local
, and #pragma shader_feature_local
are valid._vertex
, _fragment
, _hull
, _domain
, _geometry
, or _raytracing
to indicate that a set of keywords only affects a given shader stage, which can reduce the number of unneeded shader variants. For more information, see Shader keywords: Stage-specific keywords.#pragma multi_compile
or #pragma shader_feature
directives, either standalone or after a _local
modifier; for example, #pragma multi_compile_vertex
and #pragma shader_feature_local_fragment
are valid.Additionally, there are some “shortcut” variations of #pragma multi_compile
that add predefined sets of keywords. For more information on these, see multi_compile shortcuts.
You declare keywords in sets. A set contains mutually exclusive keywords.
To declare a set of keywords, use a #pragma multi_compile
or #pragma_shader_feature
directive, followed by a space-delimited list of keywords.
This example demonstrates how to declare a set of four keywords:
#pragma multi_compile QUALITY_LOW QUALITY_MEDIUM QUALITY_HIGH QUALITY_ULTRA
Internally, this works by using #define
directives. When Unity compiles the shader, it generates four variants: one where QUALITY_LOW is defined, one where QUALITY_MEDIUM is defined, one where QUALITY_HIGH is defined, and one where QUALITY_ULTRA is defined. At runtime, Unity uses the appropriate variant, based on which of those keywords is enabled.
When you use #pragma shader_feature
to declare a set of keywords, Unity also compiles a variant where none of the keywords in that set are defined. This allows you to define behavior without using an additional keyword. Reducing the number of keywords is beneficial in a few ways: it can reduce the total number of variants that Unity compiles, which improves both build times and runtime performance; it reduces the total number of keywords that a shader uses, which prevents it from hitting shader keyword limits; and it makes it simpler to manage keyword state from C# scripts, because there are fewer keywords to enable and disable.
This example demonstrates how to declare a set that contains only a single keyword:
#pragma shader_feature EXAMPLE_ON
You can also instruct Unity to do this when you use #pragma multi_compile
. To do so, add a “blank” keyword to the set, with a name that is one or more underscores (_
), like this:
#pragma multi_compile __ EXAMPLE_ON
You can declare multiple sets of keywords to represent different features. To do this, use multiple #pragma multi_compile
or #pragma_shader_feature
directives.
This example demonstrates how to declare one set of four keywords, and another set of three keywords:
#pragma multi_compile QUALITY_LOW QUALITY_MEDIUM QUALITY_HIGH QUALITY_ULTRA
#pragma multi_compile COLOR_RED COLOR_GREEN COLOR_BLUE
There are some limitations to how you declare sets of keywords:
To compile code that is used only when a given shader keyword is enabled, you use an #if
directive, like this:
// Declare a set of keywords
#pragma multi_compile QUALITY_LOW QUALITY_MEDIUM QUALITY_HIGH QUALITY_ULTRA
#if QUALITY_ULTRA
// Code here is compiled for variants that are used when the keyword QUALITY_ULTRA is enabled
#endif
This works because Unity’s shader compiler represents disabled shader variant keywords as constant variables with a value of 0
.
Note: You can also use #if
, #elif
, #else
, and #endif
preprocessor directives, and #ifdef
and #ifndef
preprocessor directives with keywords that use shader variants; however, if you do this, it will be more difficult to convert your code to work with dynamic branching in the future.
Additionally, the #pragma require
and #pragma target
directives can take keywords as parameters, so that they only apply to variants where given keywords are enabled. For more information, see Targeting shader models and GPU features in HLSL.
Unity provides several “shortcut” notations for declaring shader keywords.
The following shortcuts relate to light, shadow and lightmapping in the Built-in Render Pipeline:
multi_compile_fwdbase
adds this set of keywords: DIRECTIONAL LIGHTMAP_ON DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON SHADOWS_SCREEN SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH. These variants are needed by PassType.ForwardBase.multi_compile_fwdbasealpha
adds this set of keywords: DIRECTIONAL LIGHTMAP_ON DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING VERTEXLIGHT_ON LIGHTPROBE_SH. These variants are needed by PassType.ForwardBase.multi_compile_fwdadd
adds this set of keywords: POINT DIRECTIONAL SPOT POINT_COOKIE DIRECTIONAL_COOKIE. These variants are needed by PassType.ForwardAdd.multi_compile_fwdadd_fullshadows
adds this set of keywords: POINT DIRECTIONAL SPOT POINT_COOKIE DIRECTIONAL_COOKIE SHADOWS_DEPTH SHADOWS_SCREEN SHADOWS_CUBE SHADOWS_SOFT SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING. This is the same as multi_compile_fwdadd
, but this adds the ability for the lights to have real-time shadows.multi_compile_lightpass
adds this set of keywords: POINT DIRECTIONAL SPOT POINT_COOKIE DIRECTIONAL_COOKIE SHADOWS_DEPTH SHADOWS_SCREEN SHADOWS_CUBE SHADOWS_SOFT SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING. This is effectively a catch-all shortcut for all functionality related to real-time light and shadows, other than 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_shadowcaster
adds this set of keywords: SHADOWS_DEPTH SHADOWS_CUBE. These variants are needed by PassType.ShadowCaster.multi_compile_shadowcollector
adds this set of keywords: SHADOWS_SPLIT_SPHERES SHADOWS_SINGLE_CASCADE. It also compiles variants without any of these keywords. These variants are needed for screen-space shadows.multi_compile_prepassfinal
adds this set of keywords: LIGHTMAP_ON DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON UNITY_HDR_ON SHADOWS_SHADOWMASK LIGHTPROBE_SH. It also compiles variants without any of these keywords. These variants are needed by PassType.LightPrePassFinal and PassType.Deferred.The following shortcuts relate to other settings:
multi_compile_particles
adds this keyword relating to the Built-in 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_fog
adds this set of keywords relating to fog: FOG_LINEAR, FOG_EXP, FOG_EXP2. It also compiles variants without any of these keywords. You can control this behavior in the Graphics settings window.multi_compile_instancing
adds keywords relating to instancing. If the shader uses procedural instancing, it adds this set of keywords: INSTANCING_ON PROCEDURAL_ON. Otherwise, it adds this keyword: INSTANCING_ON. It also compiles variants without any of these keywords. You can control this behavior in the Graphics settings window.Most of these shortcuts contain multiple keywords. if you know the project doesn’t need them, you can use #pragma skip_variants
to remove some of them. For example:
#pragma multi_compile_fwdadd
#pragma skip_variants POINT POINT_COOKIE
This tells the compiler to remove the keywords POINT
or POINT_COOKIE
from other directives.