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VFX Toolkit
VFX Toolkit
  • What is All In 1 VFX Toolkit
  • Overview
  • Setup and Render Pipelines
  • First Steps (Must Read)
  • Asset Component Features
  • Shader Structure and Usage
  • Advanced Configuration and Key Rendering Concepts
  • Particle System Helper Component
  • Asset Window
  • Textures Setup
  • Saving Prefabs
  • Screen Distortion and Creating Distortion Maps
  • Custom Vertex Streams and Custom Data Auto Setup
  • How to Animate Materials
  • Custom Scaled Time
  • Scripting
  • Visual Effect Graph (Vfx Graph)
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Render Material To Image
  • Premade Textures, Meshes and Materials
  • Helper Scripts and Other Utilities
  • Lit Shader
  • Effects and Properties Breakdown
  • Custom Gradient Property Drawer
  • Running out of Shader Keywords
  • Considerations
  • FAQ (Frequently Asked Questions)
  • Credits
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Running out of Shader Keywords

If you are using other assets or if you’ve written some complex shaders yourself you may run out of shader Keywords. Unity has 256 possible global Keywords for shaders, Unity itself takes around 60 of them, so the user has around 190 available Keywords. This asset uses many Keywords, so running out of them may be a possibility if you are using other assets.

So what’s the solution? Since Unity 2019.1 Unity has included local Keywords. This asset is prepared to work with any Unity version and that's why these local Keywords aren’t used. But if you are on Unity 2019.1 onward this is what you can do:

  1. Go to: AllIn1VfxToolkit\Shaders\Resources

  2. There you'll all shader variants there

  3. Open the shaders you use

  4. Change all shader_feature for shader_feature_local (in visual studio ctrl+f will open the search and replace bar)

*Unity will only accept 64 local keywords (shader_feature_local), with new updates and features the shader has slightly surpassed this number. You will need to leave out a few keywords as global keywords (shader_feature). Keep in mind that you will only run out of keywords if you have other assets with big shaders in your project and that in any case you can just replace the keywords on those assets to be local too.

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Last updated 7 months ago