ShaderBuildSettings
struct in
UnityEditor.Shaders
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Description
Settings configuration data for how the shaders are handled during the build process.
using System;
using System.Collections.Generic;
using UnityEditor.Rendering;
using UnityEditor.Shaders;
using UnityEngine;
using KeywordDeclarationOverride = UnityEditor.Shaders.ShaderBuildSettings.KeywordDeclarationOverride;
using KeywordOverrideInfo = UnityEditor.Shaders.ShaderBuildSettings.KeywordOverrideInfo;
public class ShaderBuildSettingsExample
{
void AddKeywordDeclarationOverride()
{
// Get current shader build settings either from the currently active build profile
// or if none is active, the global graphics settings.
ShaderBuildSettings buildSettings = EditorGraphicsSettings.GetShaderBuildSettings();
// Create a new keyword declaration override
var newOverride = new KeywordDeclarationOverride
{
// Define the set of keywords to override
keywords = new KeywordOverrideInfo[] { new("_", true), new("LINEAR_BEAUTY", true), new("EXPONENTIAL_BEAUTY", true) },
// Use dynamic branching. Note: The shader import fails if the shader code isn't compatible with dynamic branching.
variantGenerationMode = ShaderBuildSettings.ShaderVariantGenerationMode.SingleVariantWithDynamicBranching
};
// Check if each keyword is valid
foreach (var kw in newOverride.keywords)
{
Debug.Log(kw.name + (kw.keepInBuild ? ": keep" : ": strip"));
if (!kw.IsValid())
return;
}
// Check if an override is valid.
string validationErrors;
if (!newOverride.IsValid(out validationErrors))
{
Debug.LogError(validationErrors);
return;
}
// Get the copy of the existing overrides, and add the new overrides struct
var kwDeclarationOverrides = new List<KeywordDeclarationOverride>(buildSettings.GetKeywordDeclarationOverridesCopy());
kwDeclarationOverrides.Add(newOverride);
// Set the modified keyword declaration overrides on the settings data struct. Throw an exception if the data is invalid.
try
{
buildSettings.KeywordDeclarationOverrides = kwDeclarationOverrides.ToArray();
}
catch (ArgumentException ex)
{
Debug.LogError(ex.Message);
return;
}
// Apply the modified settings data back to the Graphics settings or Build Profile settings
EditorGraphicsSettings.SetShaderBuildSettings(buildSettings);
}
}