Version: 2022.3
LanguageEnglish
  • C#

LocalKeyword

struct in UnityEngine.Rendering

/

Implemented in:UnityEngine.CoreModule

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Description

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 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.

Additional resources: Shader variants and keywords, GlobalKeyword.

Properties

isDynamicSpecifies whether this local shader keyword is used for dynamic branching (Read Only).
isOverridableWhether this local shader keyword can be overridden by a global shader keyword. (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).

Constructors

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

Operators

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.