struct in UnityEngine.Rendering
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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:
LocalKeywordSpace, use Material.shader to access the Shader that the material uses, and then use Shader.keywordSpace.
For a ComputeShader:
LocalKeywordSpace, use ComputeShader.keywordSpace.
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.
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
See Also: Shader variants and keywords, GlobalKeyword.
|isOverridable||Whether this shader keyword was declared with global scope. (Read Only).|
|isValid||Specifies whether this local shader keyword is valid (Read Only).|
|name||The name of the shader keyword (Read Only).|
|type||The type of the shader keyword (Read Only).|
|LocalKeyword||Initializes and returns a LocalKeyword struct that represents an existing local shader keyword for a given Shader.|