Whether this shader keyword was declared with global scope. (Read Only).
When the global and local state for a shader keyword contradict each other, Unity uses this value to determine whether the keyword is enabled or disabled.
When isOverridable
is true
: If a GlobalKeyword with the same name
exists and is enabled, Unity uses the state of the GlobalKeyword
. Otherwise, Unity uses the state of the LocalKeyword
.
When isOverridable
is false
: Unity always uses the state of the LocalKeyword
.
To set the value of isOverridable
to true
, declare the shader keyword with **global scope**. To set the value of isOverridable
to false
, declare the shader keyword with **local scope**. For information on declaring shader keywords with local or global scope, see Shader keywords: Declaring keywords with local or global scope.
Note: If a keyword is declared with local or global scope in a Shader source file, and a keyword with the same name is declared in one of its dependencies, the scope in the source file overrides the scope in the dependencies. Dependencies comprise all Shaders that are included via the Fallback command, and Passes that are included via the UsePass command.
This example iterates over the local shader keywords in the local keyword space for a material. It determines whether they are overridden by a global shader keyword, and prints their state.
using UnityEngine; using UnityEngine.Rendering;
public class KeywordExample : MonoBehaviour { public Material material;
void Start() { CheckShaderKeywordState(); }
void CheckShaderKeywordState() { // Get the instance of the Shader class that the material uses var shader = material.shader;
// Get all the local keywords that affect the Shader var keywordSpace = shader.keywordSpace;
// Iterate over the local keywords foreach (var localKeyword in keywordSpace.keywords) { // If the local keyword is overridable, // and a global keyword with the same name exists and is enabled, // then Unity uses the global keyword state if (localKeyword.isOverridable && Shader.IsKeywordEnabled(localKeyword.name)) { Debug.Log("Local keyword with name of " + localKeyword.name + " is overridden by a global keyword, and is enabled"); } // Otherwise, Unity uses the local keyword state else { var state = material.IsKeywordEnabled(localKeyword) ? "enabled" : "disabled"; Debug.Log("Local keyword with name of " + localKeyword.name + " is " + state); } } } }
See Also: Shader variants and keywords, GlobalKeyword.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.