# Full Control Over Shader Keywords

The asset provides two powerful features that give you complete control over shader keywords, helping you reduce build compile times (especially in URP), speed up editor shader compilation, and avoid potential keyword bottlenecks when using many URP features. These features are the **Active Effects List** and **Shader Baking**.

**Active Effects List**

This feature can be accessed in the [asset-window](https://seasidestudios.gitbook.io/seaside-studios/3d-shader/asset-window "mention") (Window -> AllIn1 -> 3DShaderWindow).

<figure><img src="https://3533733148-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnhtXOmYCoI177vSx8mBn%2Fuploads%2FPKSbAJZoiSe5xtefIMAp%2Fimage.png?alt=media&#x26;token=6c4eea5a-343e-4be5-9a2f-c7f3993d6110" alt=""><figcaption></figcaption></figure>

All Enabled Effects in this list will be compiled for all shader variants. When using the asset normally, effects that are enabled here can be toggled on and off freely. However, if you disable an effect in the Active Effects List, it becomes permanently inaccessible and blocked. It cannot be turned on in any material, and any existing instances of that effect will be automatically disabled and will display a "Disabled In Active Effects List" label:

<figure><img src="https://3533733148-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnhtXOmYCoI177vSx8mBn%2Fuploads%2FtaRk3r8qiqFHEkwFgJ9R%2Fimage.png?alt=media&#x26;token=d6e5f96f-9cdd-42e8-9d03-79ead6a314a0" alt=""><figcaption></figcaption></figure>

To modify the Active Effects List, simply toggle effects on or off according to your needs and press the **Configure** button at the bottom of the Window.

**Best Practice**: Use this feature to disable effects that you're certain you won't use in your project. Some effects are quite niche and project-specific. If your project won't need them, turn them off. You can always re-enable them later if requirements change.

**Shader Baking**

This advanced feature allows you to create new shaders with **zero shader keywords** by including only the code relevant to your active effects and material configuration.

When you press the **Bake Shader Keywords** button at the bottom of the Material Inspector, the asset will:

1. Generate a new shader file containing only the code for your enabled effects
2. Automatically assign this optimized shader to your current material

The transition is seamless, and you can always revert the process by pressing **Revert To Generic Shader**. Note that reverting won't delete the generated shader file, allowing you to reuse it if needed.

This system gives you maximum control over shader keywords. By combining Shader Baking with the Active Effects List, you can dramatically reduce keyword usage and manage their use with ease and clarity.
