The local keyword space of this shader.
Shader keywords determine which shader variants Unity uses. For information on working with local shader keywords and global shader keywords and how they interact, see Using shader keywords with C# scripts.keywordSpace
contains:
All keywords declared in the source file. For more information, see Declaring shader keywords.
All keywords declared in dependencies of that source file. This means all Shaders that are included via the Fallback command, and all Passes that are included via the UsePass command.
All keywords that Unity adds automatically. For more information, see Unity's predefined shader keywords.
This example iterates over the local shader keywords in the local keyword space for a graphics shader. 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); } } } }
Additional resources: Material.EnableKeyword, Material.DisableKeyword, Shader keywords.
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