To mark parts of your shaderA program that runs on the GPU. More info
See in Glossary code conditional based on whether you enable or disable a shader keyword, use an HLSL if statement.
For example:
#pragma multi_compile QUALITY_LOW QUALITY_MED QUALITY_HIGH
if (QUALITY_LOW)
{
// code for low quality setting
}
else if (QUALITY_MED)
{
// code for medium quality setting
}
else if (QUALITY_HIGH)
{
// code for high quality setting
}
You can now enable and disable keywords using the Inspector or C# scripting.
Refer to How Unity compiles branching shaders for more information about when to use which shader directive.
For each keyword in a set, Unity automatically adds a _KEYWORD_DECLARED
keyword. For example, if you declare a QUALITY_LOW
keyword, Unity adds a QUALITY_LOW_KEYWORD_DECLARED
keyword.
You can use this to check if a keyword exists, regardless of whether it’s enabled or disabled.
For example:
#pragma multi_compile QUALITY_LOW QUALITY_MED QUALITY_HIGH
#if defined(QUALITY_LOW_KEYWORD_DECLARED)
{
// The QUALITY_LOW keyword exists
}
To execute code when all keywords in a shader_feature
or multi_compile
set are disabled, Unity must create an additional shader variant for that state.
If you use shader_feature
to create a single keyword, Unity automatically creates an additional shader variant. For example:
// Creates a variant for when FEATURE_1_ON is enabled, and another for when FEATURE_1_ON is disabled.
#pragma shader_feature FEATURE_1_ON
If you use shader_feature
or multi_compile
to create a set of two or more keywords, add _
when you declare a keyword set. For example:
// Creates 5 shader variants, including one for when RED, GREEN, BLUE, and WHITE are all disabled.
#pragma shader_feature _ RED GREEN BLUE WHITE
// Creates 2 shader variants, including one for when FEATURE_3_ON is disabled.
#pragma multi_compile _ FEATURE_3_ON
If you use dynamic_branch
, Unity doesn’t need an additional uniform integer for when all keywords are disabled. But to indicate that you use that state in conditional code, you should add _
when you declare a keyword set. For example:
// Creates 3 uniform integers.
// The underscore doesn't create an additional uniform integer, but it indicates you use the additional state in conditional code.
#pragma dynamic_branch _ QUALITY_LOW QUALITY_MED QUALITY_HIGH
You can also use the following HLSL pre-processor directives to create conditional code with shader_feature
or multi_compile
:
Using these instead of if
makes it more difficult to change the #pragma
keyword directive later. For example, if you need to reduce the number of shader variants, it’s more difficult to change to dynamic_branch
.
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