Version: 2021.2
  • C#


struct in UnityEngine.Rendering


Implemented in:UnityEngine.CoreModule

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Represents a shader keyword declared in a shader source file.

Shader keywords determine which shader variants Unity uses. You can use a LocalKeyword to enable, disable, or check the state state of a local shader keyword. For information on working with local shader keywords and global shader keywords and how they interact, see Using shader keywords with C# scripts.

When you declare a shader keyword in the source file for a Shader or ComputeShader, Unity represents the keyword with a LocalKeyword and stores it in a LocalKeywordSpace.

For a Shader:

For a ComputeShader:

In addition to this, you can also enable or disable a local or global keyword with a CommandBuffer. To do this, use CommandBuffer.SetKeyword, CommandBuffer.EnableKeyword, or CommandBuffer.DisableKeyword.

Note: A LocalKeyword is specific to a single Shader or ComputeShader instance. You cannot use it with other Shader or ComputeShader instances, even if they declare keywords with the same name.

See Also: Shader variants and keywords, GlobalKeyword.


isOverridableWhether this shader keyword was declared with global scope. (Read Only).
isValidSpecifies whether this local shader keyword is valid (Read Only).
nameThe name of the shader keyword (Read Only).
typeThe type of the shader keyword (Read Only).


LocalKeywordInitializes and returns a LocalKeyword struct that represents an existing local shader keyword for a given Shader.


operator !=Returns true if the shader keywords are not the same. Otherwise, returns false.
operator ==Returns true if the shader keywords are the same. Otherwise, returns false.