struct in UnityEngine.Rendering
/
Implemented in:UnityEngine.CoreModule
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CloseRepresents 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.
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.
isDynamic | Specifies whether this local shader keyword is used for dynamic branching (Read Only). |
isOverridable | Whether this local shader keyword can be overridden by a global shader keyword. (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. |
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. |