You can use Unity shaderA program that runs on the GPU. More info
See in Glossary directive shortcuts to create sets of shader keywords and variants. For example, the following example adds SHADOWS_DEPTH and SHADOWS_CUBE keywords and variants:
#pragma multi_compile_shadowcaster
| Shortcut | Shader keywords Unity adds | Unity adds a variant with all the keywords off | Shader pass that uses the variants |
|---|---|---|---|
multi_compile_fog |
FOG_LINEAR, FOG_EXP, FOG_EXP2
|
Yes | Fog |
multi_compile_fwdadd |
POINT DIRECTIONAL SPOT POINT_COOKIE DIRECTIONAL_COOKIE
|
No | PassType.ForwardAdd |
multi_compile_fwdadd_fullshadows |
POINT, DIRECTIONAL, SPOT, POINT_COOKIE, DIRECTIONAL_COOKIE, SHADOWS_DEPTH SHADOWS_SCREEN SHADOWS_CUBE SHADOWS_SOFT SHADOWS_SHADOWMASK, LIGHTMAP_SHADOW_MIXING
|
No |
PassType.ForwardAdd. Adds the ability for the lights to have real-time shadows. |
multi_compile_fwdbase |
DIRECTIONAL, LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, SHADOWS_SCREEN, SHADOWS_SHADOWMASK, LIGHTMAP_SHADOW_MIXING, LIGHTPROBE_SH
|
No | PassType.ForwardBase. |
multi_compile_fwdbasealpha |
DIRECTIONAL, LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, LIGHTMAP_SHADOW_MIXING, VERTEXLIGHT_ON, LIGHTPROBE_SH
|
No | PassType.ForwardBase |
multi_compile_instancing |
INSTANCING_ON. Also adds PROCEDURAL_ON if your project uses procedural instancing. |
Yes | Instancing |
multi_compile_lightpass |
POINT, DIRECTIONAL, SPOT, POINT_COOKIE, DIRECTIONAL_COOKIE, SHADOWS_DEPTH, SHADOWS_SCREEN, SHADOWS_CUBE, SHADOWS_SOFT, SHADOWS_SHADOWMASK, LIGHTMAP_SHADOW_MIXING
|
No | All passes that draw real-time light and shadows, except Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary. |
multi_compile_particles |
SOFTPARTICLES_ON |
Yes | Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info See in Glossary passes. |
multi_compile_prepassfinal |
LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, UNITY_HDR_ON, SHADOWS_SHADOWMASK, LIGHTPROBE_SH
|
Yes | PassType.Deferred |
multi_compile_shadowcaster |
SHADOWS_DEPTH, SHADOWS_CUBE
|
No | PassType.ShadowCaster |
multi_compile_shadowcollector |
SHADOWS_SPLIT_SPHERES, SHADOWS_SINGLE_CASCADE
|
Yes | Screen-space shadows. |
You can use the skip_variants directive to remove keywords you don’t use.
For example, the following example adds the keywords for the multi_compile_fwdadd set, but removes the POINT and POINT_COOKIES variants.
#pragma multi_compile_fwdadd
#pragma skip_variants POINT POINT_COOKIE
Refer to Shader variant stripping for more information about removing variants.