To toggle shaderA program that runs on the GPU. More info
See in Glossary keywords in the Editor, add a material property for the keyword. This allows you to set different keyword states for different materials without needing to use code.
Follow these steps:
Add _ON
to the end of the keyword you declare. For example, change _RED
to _RED_ON
. Make sure you update your branching code to use the new name.
Make sure you or Unity declare state for when the keyword is off. For more information, refer to Branch when all keywords in a set are disabled.
For example, if you use shader_feature
to declare only one keyword, Unity creates the ‘off’ state automatically.
Add an integer material property with the attribute [Toggle]
, and the name of the keyword without _ON
. For example:
Properties
{
[Toggle] _RED ("Make red", Integer) = 0
}
Now when you create a material that uses the shader, the Inspector window of the material has a checkbox that enables or disables the keyword.
To disable the property by default, use [ToggleOff]
instead of [Toggle]
.
To toggle keywords in a set so they’re mutually exclusive, add a property with the attribute KeywordEnum
. Unity creates a dropdown with all the keywords. When you enable one keyword in the set, Unity disables the others.
Follow these steps:
Declare the keyword set in the format SETNAME_KEYWORDNAME
. For example:
#pragma shader_feature _COLOR_RED _COLOR_GREEN _COLOR_BLUE
Add a material property with the attribute [KeywordEnum]
and the name of the keyword set. Pass in the names of the keywords. For example:
Properties
{
[KeywordEnum(RED, GREEN, BLUE)] _COLOR ("Color", Integer) = 0
}
For more information and examples, refer to the MaterialPropertyDrawer API.
The following example adds a property called _RED
, which enables and disables the keyword _RED_ON
.
Shader "Unlit/ToggleRed"
{
Properties
{
[Toggle] _RED ("Make red", Integer) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// Add the keyword RED_ON, for when the toggle is on
// Unity automatically adds a keyword for when the toggle is off
#pragma shader_feature _RED_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Return red if the toggle is on
#if _RED_ON
return fixed4(1, 0, 0, 1);
#else
return fixed4(0, 0, 0, 1);
#endif
}
ENDHLSL
}
}
}