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Question by
temptest123 · May 28, 2013 at 09:16 AM ·
shadercompilerpragma
Shader.SetKeyword per material?
pragma multicompile seems to be quite useful to generate different compiletime versions of a shader without causing much code duplication. However, setting a constant seems to be possible only globally using the static function Shader.EnableKeyword()
what if i'd like to have one of my objects use one version of a shader and at the same time a second object use another version? is there any way to do this using multiple shaders generated through compile time branches?
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