Version: Unity 6.1 (6000.1)
Language : English
Toggle shader keywords in the Editor
Add built-in keyword sets

Toggle shader keywords in a script

Use a C# script to enable or disable keywords, and check whether a keyword has local or global scope.

Toggle a keyword

To change the state of a keyword, use the Material API. For example, Material.EnableKeyword().

Toggle keywords in multiple shaders

By default, HLSL shaderA program that runs on the GPU. More info
See in Glossary
keywords have global scope. As a result, to toggle keywords with the same name across multiple shaders, you can use a C# global keyword object.

Follow these steps:

  1. Create a GlobalKeyword object with the same name as the keywords you want to enable or disable.
  2. Use the Shader API to enable or disable the global keyword, which adjusts the HLSL keyword with the same name in all shaders. For example, Shader.EnableKeyword.

Note: When you create a new GlobalKeyword, Unity updates its internal mapping between global and local keyword space for all loaded shaders. This can be a CPU-intensive operation. To reduce the impact of this operation, try to create all global keywords after application startup, while your application is loading.

Prevent global keyword objects affecting shaders

To prevent global keyword objects affecting shader keywords, give the shader keyword local scope instead of global scope.

Add _local to the keyword directive. For example:

#pragma shader_feature_local RED

Now the shader isn’t affected by global Shader APIs. You can only enable or disable the keyword using Material APIs like Material.EnableKeyword().

Note: If you use Fallback or UsePass in a shader, its keyword scope overrides the keyword scopes of the referenced shaders.

Check the scope of a keyword

To check the scope of a keyword in a shader, select the shader in the Project window, then in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
window open the Keywords dropdown. Unity displays keywords with global scope under Overridable, and keywords with local scope under Not Overridable.

You can also use the LocalKeyword.isOverridable API.

Note: The term Local in LocalKeyword means the API represents an HLSL keyword rather than a C# keyword object. It doesn’t relate to the scope of the keyword.

To check if a keyword is enabled, do the following:

  • If the keyword is overridable, check whether a C# global keyword with the same name exists. If so, check the state of the keyword using the Shader API. For example, Shader.IsKeywordEnabled().
  • If the keyword isn’t overridable, check the state of a keyword using the Material API. For example, Material.IsKeywordEnabled().

This following code demonstrates how to check whether Unity considers a keyword enabled or disabled for a material:

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 (i.e., it was declared with a global scope),
            // 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);
            }            
        }
    }
}

Change a keyword with a command buffer

To enable or disable a local or global keyword with a Command Buffer, use CommandBuffer.EnableKeyword or CommandBuffer.DisableKeyword.

Additional resources

Toggle shader keywords in the Editor
Add built-in keyword sets