multi_compile

   Used to  compile the shader code multiple times with different preprocessor directives for each case.

   #pragma multi_compile 
  #pragma shader_feature

  

  At runtime, the appropriate shader variant is picked up from the Material keywords (Material.EnableKeyword and DisableKeyword) or global shader keywords (Shader.EnableKeyword and DisableKeyword).

1、How multi_compile works

  #pragma multi_compile FANCY_STUFF_OFF FANCY_STUFF_ON

  Will produce two shader variants, one with FANCY_STUFF_OFF defined, and another with FANCY_STUFF_ON. At runtime, one of them will be activated based on the Material or global shader keywords.

  If neither of these two keywords are enabled then the first one (“off”) will be used.

  Following will produce four shader variants:

  #pragma multi_compile SIMPLE_SHADING BETTER_SHADING GOOD_SHADING BEST_SHADING

  When any of the names are all underscores, then a shader variant will be produced, with no preprocessor macro defined.

  Following directive below will produce two shader variants; first one with nothing defined, and second one with FOO_ON defined:

    

2、Difference between shader_feature and multi_compile

  The only difference is that unused variants of shader_feature shaders will not be included into game build. So shader_feature makes most sense for keywords that will be set on the materials, while multi_compile for keywords that will be set from code globally.

  Additionally, it has a shorthand notation with just one keyword,Which is just a shortcut for #pragma shader_feature _ FANCY_STUFF, i.e. it expands into two shader variants (first one without the define; second one with it).

  #pragma shader_feature FANCY_STUFF

  #pragma shader_feature _ FANCY_STUFF

3、Keyword limit

  There is a limit of 256 keywords in Unity, and around 60 of them are used internally.

  So be careful not to exceed the limit when multiple keywords are defined in several different Shaders.

4、Built-in multi_compile shortcuts

  以下是一些“shortcut”,即意味着一个命令对应着多个 multi_compile。

  • multi_compile_fwdbase compiles all variants needed by ForwardBase (forward rendering base) pass type. The variants deal with different lightmap types and main directional light having shadows on or off.
  • multi_compile_fwdadd compiles variants for ForwardAdd (forward rendering additive) pass type. This compiles variants to handle directional, spot or point light types, and their variants with cookie textures.
  • multi_compile_fwdadd_fullshadows - same as above, but also includes ability for the lights to have realtime shadows.
  • multi_compile_fog expands to several variants to handle different fog types (off/linear/exp/exp2).

  为了减少一些内置条件选项,可以用skip_variants:

#pragma multi_compile_fwdadd
// will make all variants containing
// "POINT" or "POINT_COOKIE" be skipped
#pragma skip_variants POINT POINT_COOKIE

  

参考:https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html

multi_compile的更多相关文章

  1. [UnityShader基础]06.#pragma multi_compile

    参考链接: https://blog.csdn.net/qq826364410/article/details/81774741 https://docs.unity3d.com/Manual/SL- ...

  2. 多版本Shader与multi_compile

    多版本Shader与multi_compile   https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html   #pragma ...

  3. Unity multi_compile

    http://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html http://forum.unity3d.com/threads/tuto ...

  4. Shader实例:扭曲,漩涡

    效果: 案例:新仙剑,王者之剑. 在切换场景的时候,就会有这样的全屏扭曲效果. 思路: 1.用GrabPass抓屏到一张纹理中. 2.进行扭曲,绘制到UGUI的Image上. 准备: 去官网下载Uni ...

  5. Shader预处理宏、内置状态变量、多版本编译等

    预定义shader预处理宏: Target platform: SHADER_API_OPENGL - desktop OpenGL SHADER_API_D3D9 - Direct3D SHADER ...

  6. 水面shader 线性擦除

    // Upgrade NOTE: replaced 'PositionFog()' with multiply of UNITY_MATRIX_MVP by position // Upgrade N ...

  7. Unity ShaderLab学习总结

    http://www.jianshu.com/p/7b9498e58659 Unity ShaderLab学习总结 Why Bothers? 为什么已经有ShaderForge这种可视化Shader编 ...

  8. 给The Lab Renderer for Unity中地形添加阴影

    The Lab Renderer for Unity是Valve针对VR在Unity的体验渲染器,提高VR的渲染效率,更多的大家可以查相应资料,在这,说个The Lab Renderer for Un ...

  9. Unity中Mesh分解与边缘高亮加上深度检测

    一个比较简单的需求,不过遇到些坑,记录下. 房间有多个模型,每个模型可能多个SubMesh,点击后,需要能具体到是那个SubMesh,并且在这个SubMesh上显示边缘高光,以及能个性这单个SubMe ...

随机推荐

  1. Linux free -m 详解命令

    如下显示free是显示的当前内存的使用,-m的意思是M字节来显示内容.我们来一起看看. 1 2 3 4 5 6 $ free -m                total       used    ...

  2. expdp impdp 参数

    With the Partitioning, OLAP, Data Mining and Real Application Testing options启动 "BEMIS".&q ...

  3. gentoo moc audacious

    最近想在 gentoo 上面听音乐, 以前用过 audacious,现在想换成 moc 试试看. emerge -av moc,结果安装完了以后,放 mp3 没有声音,把 USE 里面各种相关解码的都 ...

  4. SAP生产机该不该开放Debuger权限(转)

    前段时间公司定制系统在调用SAP RFC接口的时候报错了,看错误消息一时半会儿也不知道是哪里参数数据错误,就想着进到SAP系统里面对这个接口做远程Debuger,跟踪一下参数变量的变化,结果发现根本就 ...

  5. 《GPU高性能编程CUDA实战》第四章 简单的线程块并行

    ▶ 本章介绍了线程块并行,并给出两个例子:长向量加法和绘制julia集. ● 长向量加法,中规中矩的GPU加法,包含申请内存和显存,赋值,显存传入,计算,显存传出,处理结果,清理内存和显存.用到了 t ...

  6. postgresql----COPY之表与文件之间的拷贝

    postgresql提供了COPY命令用于表与文件(和标准输出,标准输入)之间的相互拷贝,copy to由表至文件,copy from由文件至表. 示例1.将整张表拷贝至标准输出 test=# cop ...

  7. win8换win7的操作方法

    详细参考UEFI与 Legacy BIOS两种启动模式详解  BIOS的两种引导模式 win8更换win7的方法的两个步骤:    (1).设置BIOS支持Legacy启动,具体目标就是设置secur ...

  8. module模块和包

    import 和 from 调用 module 目录有calc.py 和  test.py 两个文件 calc.py文件内容: def add(x,z): return x+z def sub(x,z ...

  9. nodejs爬虫设置动态userAgent

    动态 userAgent 这是我收集到的常用的浏览器头部信息,每次爬取的时候从中随机选取一个,并使用 superAgent 设置请求头部的 User-Agent 字段就好了. userAgent.js ...

  10. Redis 密码