Version: 2021.3
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FilterAttribute

class in UnityEditor.ShaderKeywordFilter

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Description

Tell the shader system which shader keywords to include or remove from the build, based on the data field underneath.

This is the base filter attribute class. Use the derived attributes instead:

These filter attributes only apply to the build if they're attached to a serialized data field that's part of the type tree of a RenderPipelineAsset referenced by QualitySettings. The attributes give you control over which shader keywords Unity uses to build shader variants, based on render pipeline settings.

For example, by default the following shader code generates four different shader variants during the build:

#pragma multi_compile __ SHADOWS_LOW SHADOWS_MEDIUM SHADOWS_HIGH

If you use filter attributes, this can be adjusted to better suit the settings configuration of the project.

In the following example, when forceLowShadows is true, the SelectIf filter attribute forces the multi_compile keyword set to only contain the SHADOWS_LOW variant during the build.

using UnityEditor.ShaderKeywordFilter;

[SelectIf(true, keywordNames: "SHADOWS_LOW")] bool forceLowShadows;

You can also exclude keywords from the build. In the following example, when enableHighShadows is false, the RemoveIf filter attribute removes SHADOWS_HIGH.

[RemoveIf(false, keywordNames: "SHADOWS_HIGH")]
bool enableHighShadows;

You can also select or remove more than one keyword at a time.

In the following example, when onlyHighOrNoShadows is true, the SelectIf filter attribute selects only the SHADOWS_HIGH variant and a no shadows variant.

The empty string "" denotes the empty keyword. You can only select and remove the empty keyword together with another keyword, because "" on its own applies to all multi_compile keyword sets with an empty keyword.

[SelectIf(true, keywordNames: new string[] {"", "SHADOWS_HIGH"})]
bool onlyHighOrNoShadows;

You can use RemoveIfNot with enum data. The following example removes the SHADOWS_LOW variant if shadowMode is set to anything except Low.

public enum ShadowMode
{
    Low,
    Med,
    High
}

[RemoveIfNot(ShadowMode.Low, keywordNames: "SHADOWS_LOW")] ShadowMode shadowMode;

You can use the overridePriority argument to use filter attributes to override filtering you've previously set. Normally the first filter rule encountered in the type tree targeting a specific keyword takes effect, and Unity ignores any later attributes. If you use overridePriority, attributes can force the later filter rule to be active instead.

You can add constraint attributes to filter attributes, to determine whether the filter rule is active in the current context. See GraphicsAPIConstraintAttribute and TagConstraintAttribute for more information.

Constructors

FilterAttributeTell the shader system which shader keywords to include in or exclude from the build, based on the data field underneath.