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ShaderBuildSettings.ShaderVariantGenerationMode

Options for overriding how Unity generates shader variants for the keywords in the shader build settings.
Read time 2 minutesLast updated 12 days ago

Definition

public enum ShaderBuildSettings.ShaderVariantGenerationMode

Remarks

Enables converting shader keywords to a different keyword type than originally declared in the shader assets.

Examples

using System;using System.Collections.Generic;using UnityEditor.Rendering;using UnityEditor.Shaders;using UnityEngine;using KeywordDeclarationOverride = UnityEditor.Shaders.ShaderBuildSettings.KeywordDeclarationOverride;using KeywordOverrideInfo = UnityEditor.Shaders.ShaderBuildSettings.KeywordOverrideInfo;public class ShaderBuildSettingsExample{ void AddKeywordDeclarationOverride() { // Get current shader build settings either from the currently active build profile // or if none is active, the global graphics settings. ShaderBuildSettings buildSettings = EditorGraphicsSettings.GetShaderBuildSettings(); // Create a new keyword declaration override var newOverride = new KeywordDeclarationOverride { // Define the set of keywords to override keywords = new KeywordOverrideInfo[] { new("_", true), new("LINEAR_BEAUTY", true), new("EXPONENTIAL_BEAUTY", true) }, // Use dynamic branching. Note: The shader import fails if the shader code isn't compatible with dynamic branching. variantGenerationMode = ShaderBuildSettings.ShaderVariantGenerationMode.SingleVariantWithDynamicBranching }; // Check if each keyword is valid foreach (var kw in newOverride.keywords) { Debug.Log(kw.name + (kw.keepInBuild ? ": keep" : ": strip")); if (!kw.IsValid()) return; } // Check if an override is valid. string validationErrors; if (!newOverride.IsValid(out validationErrors)) { Debug.LogError(validationErrors); return; } // Get the copy of the existing overrides, and add the new overrides struct var kwDeclarationOverrides = new List<KeywordDeclarationOverride>(buildSettings.GetKeywordDeclarationOverridesCopy()); kwDeclarationOverrides.Add(newOverride); // Set the modified keyword declaration overrides on the settings data struct. Throw an exception if the data is invalid. try { buildSettings.KeywordDeclarationOverrides = kwDeclarationOverrides.ToArray(); } catch (ArgumentException ex) { Debug.LogError(ex.Message); return; } // Apply the modified settings data back to the Graphics settings or Build Profile settings EditorGraphicsSettings.SetShaderBuildSettings(buildSettings); }}

Fields

Value

Description

AllVariantsGenerates separate shader variants for all the keyword combinations in this declaration.
DefaultThe variant generation mode is not overriden and the keyword type is still determined by each individual shader.
MaterialUsageBasedVariantsGenerates variants only for the keyword combinations used by the materials in the build.
SingleVariantWithDynamicBranchingGenerates no shader variants. The code flow for different keywords is handled using runtime branching.