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Question by Pangamini · Jun 07, 2016 at 12:32 PM · shaderpassdefine

Can i disable shader pass based on #define symbols?

I am writing a complex shader and i want a simple option how to turn the surface effect on and off, done by defining material shader keywords. I would also like to disable a pass that renders cull:front - the interior of the mesh - when the effect is off, and I'd like to avoid having to sync two or more properties. Is it possible to skip a pass entirely based on these symbols?

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Answer by tatoforever · Oct 20, 2016 at 08:39 PM

@Pangamini, No you can't (by design). What you can do is to have a lightweight version of your vertex/fragment programs in that pass based on some Keywords define but still the pass needs to happen (you can't avoid the pass). Would be awesome if we can enable/disable passes with the Material.SetPass() function. -__-

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avatar image alternativevisual · Dec 04, 2019 at 02:22 PM 0
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You actually can enable/disable passes per-material: https://docs.unity3d.com/ScriptReference/$$anonymous$$aterial.SetShaderPassEnabled.html

avatar image tatoforever alternativevisual · Dec 04, 2019 at 03:26 PM 0
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Back in that time we were unable to set $$anonymous$$aterial passes from script. But now we can (I think since Unity 2017 or 2018), can't remember exactly when.

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Answer by tanoshimi · Oct 20, 2016 at 10:07 PM

No you can't but, from memory I was able to simulate the same result by defining passes with different LOD and then setting Shader.maximumLOD: https://docs.unity3d.com/Manual/SL-ShaderLOD.html

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