Version: 2022.3
言語: 日本語
public bool IsKeywordEnabled (ref Rendering.LocalKeyword keyword);
public bool IsKeywordEnabled (string keyword);

パラメーター

keyword The LocalKeyword to check.
keyword The name of the LocalKeyword to check.

戻り値

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

説明

Checks whether a local shader keyword is enabled for this material.

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 has no effect. 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 has no effect.

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 is 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.

This example iterates over the local shader keywords in the local keyword space for a material. It determines whether they are overridden by a global shader keyword, and prints their state.

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, // 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); } } } }
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