Shader keywords allow you to use conditional behavior in your shaderA program that runs on the GPU. More info
See in Glossary code. You can create shaders that share some common code, but have different functionality when a given keyword is enabled or disabled.
You can use shader keywords with dynamic branching, or with Shader variantsA verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. A Shader object can contain multiple shader variants. More info
See in Glossary. Before you use shader keywords, it is important to understand how these techniques work, and which one is right for your project.
Note: In Shader Graph, the terminology is different: a set of keywords is called a Keyword, and the keywords in a set are called states. Internally, the functionality is the same: Unity compiles them in the same way, you work with them the same way with C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary, and so on.
You declare shader keywords in sets. A set contains mutually exclusive keywords.
For example, the following set contains three keywords:
The way that you declare shader keywords affects a number of things:
When you declare a set of keywords, you choose whether to use them with shader variants or with dynamic branching. If you choose shader variants, you must also choose how Unity defines the keywords internally; this affects the number of variants that Unity compiles.
Refer to Choose which type of conditional to use in shaders for more information.
When you author your shader, you declare keywords in sets. A set contains mutually-exclusive keywords.
At runtime, Unity has no concept of these sets. It allows you to enable or disable any keyword independently, and enabling or disabling a keyword has no effect on the state of any other keyword. This means that it is possible to enable multiple keywords from the same set, or disable all the keywords in a set.
If you use keywords with shader variants, when more than one keyword in a set is enabled or no keywords in a set are enabled, Unity chooses a variant that it considers a “good enough” match. There is no guarantee about what exactly happens, and it can lead to unintended results. It is best to avoid this situation by managing keyword state carefully.
If you use keywords with dynamic branching, when more than one keyword in a set is enabled or no keywords in a set are enabled, the conditional branches execute accordingly. For example, if both KEYWORD_A
and KEYWORD_B
are enabled, the branches for if (KEYWORD_A)
and if (KEYWORD_B)
will both execute.
Unity can use up to 4,294,967,294 global shader keywords. Individual shaders and compute shaders can use up to 65,534 local shader keywords. These totals include keywords used for variants, and keywords used for dynamic branching.
Every keyword declared in the shader source file and its dependencies count towards this limit. Dependencies include Passes that the shader includes with UsePass, and fallbacks.
If Unity encounters a shader keyword with the same name multiple times, it only counts towards the limit once.
If a shader uses more than 128 keywords in total, it incurs a small runtime performance penalty; therefore, it is best to keep the number of keywords low. Unity always reserves 4 keywords per shader.
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