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IsKeywordEnabled

Checks whether a local shader keyword is enabled for this material.
Read time 4 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

IsKeywordEnabled(string)

Checks whether a local shader keyword is enabled for this material.
public bool IsKeywordEnabled(string keyword)

Parameters

keyword

The LocalKeyword to check.

Returns

Type

Description

boolReturns
true
if a LocalKeyword with the given name is enabled for this material.

Remarks

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.
If you pass in a LocalKeyword and it does not exist in the Shader.keywordSpace for the shader that this material uses, this function returns
false
. If you pass a string and a LocalKeyword with that
name
does not exist in the Shader.keywordSpace for the shader that this material uses, this function returns
false
.
The version of this function that takes a string as a parameter is slower than the version that takes a LocalKeyword. If you call this function more than once, it's best practice to create a LocalKeyword struct, cache it, and use that.
Note: A
LocalKeyword
is specific to a single Shader or ComputeShader instance. You cannot use it with other Shader or ComputeShader instances, even if they declare keywords with the same name.
using UnityEngine;using UnityEngine.Rendering;// This example iterates over the local shader keywords in the local// keyword space for a graphics shader. It determines whether each// keyword is overridden by a global shader keyword and prints its// state.public class KeywordExample : MonoBehaviour{ public Material material; void Start() { CheckShaderKeywordState(); } void CheckShaderKeywordState() { // Get the instance of the Shader class that the material uses Shader shader = material.shader; // Get all the local keywords that affect the Shader LocalKeywordSpace keywordSpace = shader.keywordSpace; // Iterate over the local keywords foreach (LocalKeyword 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 { string state = material.IsKeywordEnabled(localKeyword) ? "enabled" : "disabled"; Debug.Log("Local keyword with name of " + localKeyword.name + " is " + state); } } }}

IsKeywordEnabled(LocalKeyword)

Checks whether a local shader keyword is enabled for this material.
public bool IsKeywordEnabled(in LocalKeyword keyword)

Parameters

The LocalKeyword to check.

Returns

Type

Description

boolReturns
true
if a LocalKeyword with the given name is enabled for this material.

Remarks

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.
If you pass in a LocalKeyword and it does not exist in the Shader.keywordSpace for the shader that this material uses, this function returns
false
. If you pass a string and a LocalKeyword with that
name
does not exist in the Shader.keywordSpace for the shader that this material uses, this function returns
false
.
The version of this function that takes a string as a parameter is slower than the version that takes a LocalKeyword. If you call this function more than once, it's best practice to create a LocalKeyword struct, cache it, and use that.
Note: A
LocalKeyword
is specific to a single Shader or ComputeShader instance. You cannot use it with other Shader or ComputeShader instances, even if they declare keywords with the same name.
using UnityEngine;using UnityEngine.Rendering;// This example iterates over the local shader keywords in the local// keyword space for a graphics shader. It determines whether each// keyword is overridden by a global shader keyword and prints its// state.public class KeywordExample : MonoBehaviour{ public Material material; void Start() { CheckShaderKeywordState(); } void CheckShaderKeywordState() { // Get the instance of the Shader class that the material uses Shader shader = material.shader; // Get all the local keywords that affect the Shader LocalKeywordSpace keywordSpace = shader.keywordSpace; // Iterate over the local keywords foreach (LocalKeyword 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 { string state = material.IsKeywordEnabled(localKeyword) ? "enabled" : "disabled"; Debug.Log("Local keyword with name of " + localKeyword.name + " is " + state); } } }}