Shader keywords and macros that enable or provide access to URP features in shadersA program that runs on the GPU. More info
See in Glossary.
Element | Description |
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_CLUSTER_LIGHT_LOOP |
Use this multi_compile keyword to make the shader compatible with the Forward+ and Deferred+ rendering pathsThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More infoSee in Glossary. For an implementation example, refer to Render additional lights in a shader. |
_ADDITIONAL_LIGHTS |
Use this keyword to define areas in shader code that Unity should execute if per-pixel additional lights are enabled in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary and URP Asset. If a renderer uses the Forward+ rendering path, Unity ignores this keyword and uses the _FORWARD_PLUS keyword instead. For an implementation example, refer to Render additional lights in a shader. |
LIGHT_LOOP_BEGIN |
Use this macro to iterate over the additional lights. In the Forward+ rendering path, the LIGHT_LOOP_BEGIN macro requires the following struct to be in its scope, both the type and the variable name must match this signature: InputData inputData . For an implementation example, refer to Render additional lights in a shader. |