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Question by GTXYYC · Feb 23, 2017 at 10:18 AM · shader

What do `#pragma multi_compile` and `#pragma surface surf Standard vertex:vert nolightmap addshadow` do?

I've noticed them in pragma in a shaders for particles but don't know what it does.


 SubShader
 {
     Tags { "RenderType"="Opaque" }
     Pass
     {
         Tags { "LightMode" = "MotionVectors" }
         ZWrite Off
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma target 3.0
         #include "Motion.cginc"
         ENDCG
     }
     CGPROGRAM
     #pragma surface surf Standard vertex:vert nolightmap addshadow
     #pragma multi_compile _ UNITY_COLORSPACE_GAMMA
     #pragma target 3.0
     #include "Filament.cginc"
     ENDCG
 }

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Answer by tanoshimi · Feb 23, 2017 at 12:33 PM

The first one creates variants of the shader with and without UNITY_COLORSPACE_GAMMA defined.

The second one defines a surface shader called "surf", using the standard lighting model, with a custom vertex modifier called "vert", with no lightmaps and support for shadows.

It's all explained in the manual: https://docs.unity3d.com/Manual/SL-SurfaceShaders.html

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avatar image GTXYYC · Feb 23, 2017 at 03:18 PM 0
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Thank you so much.

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