无法让 #pragma multi_compile 为这个着色器工作 属性

Unable to get #pragma multi_compile working for this shader property

我有以下按预期工作的着色器,想添加一个下拉枚举以便能够仅显示用于调试的顶点颜色,但它就是不想工作。

Shader "Unlit Vertex Color"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
        _Brightness("Brightness", Range(0.0, 10.0)) = 1
        _Gamma("Gamma", Range(0.0, 10.0)) = 1

        [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
        [MaterialToggle] VertexColor("Vertex color", Float) = 1
        [MaterialEnum(Off, 0, Front, 1, Back, 2)] Culling("Culling", Int) = 2
        // BUG does not work
        [KeywordEnum(Default, Colors)] RenderMode("Render mode", Float) = 0
    }
    SubShader
    {
        Tags
        {
            "Queue"="AlphaTest"
            "IgnoreProjector"="True"
            "RenderType"="TransparentCutout"
        }

        LOD 100
        Lighting Off
        Cull[Culling]

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON
            #pragma multi_compile _ VERTEXCOLOR_ON
            #pragma multi_compile   RENDERMODE_DEFAULT_ON RENDERMODE_COLORS_ON

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float4 color : COLOR;
            };

            struct v2f
            {
                float4 color : COLOR;
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _Cutoff;
            fixed _Brightness;
            fixed _Gamma;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.color = v.color;
                o.color.w = 1.0;

#ifdef PIXELSNAP_ON
                o.vertex = UnityPixelSnap(o.vertex);
#endif
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                clip(col.a - _Cutoff);

#ifdef VERTEXCOLOR_ON
                col *= i.color;
#endif

                // BUG show one or the other, always falls back to #1
#ifdef RENDERMODE_DEFAULT_ON
                col = float4(1,1,1,1);
#elif RENDERMODE_COLORS_ON
                col = float4(0,0,0,0);
#endif

                col.rgb *= _Brightness;
                col.rgb = pow(col.rgb, 1.0 / _Gamma);

                return col;
            }
            ENDCG
        }
    }
}

当我要求 Unity 显示已编译的变体时,它们确实是正确的:

即我希望 RENDERMODE_DEFAULT_ONRENDERMODE_COLORS_ON 随时处于活动状态,然后进行适当的渲染。

// Total snippets: 1
// -----------------------------------------
// Snippet #0 platforms ffffffff:
Keywords always included into build: PIXELSNAP_ON RENDERMODE_COLORS_ON RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON

8 keyword variants used in scene:

RENDERMODE_DEFAULT_ON
RENDERMODE_COLORS_ON
RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON
RENDERMODE_COLORS_ON VERTEXCOLOR_ON
PIXELSNAP_ON RENDERMODE_DEFAULT_ON
PIXELSNAP_ON RENDERMODE_COLORS_ON
PIXELSNAP_ON RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON
PIXELSNAP_ON RENDERMODE_COLORS_ON VERTEXCOLOR_ON

我一直在寻找唯一的官方 documentation there is as well as grep-ing through the builtin shaders 来寻找更多示例,尽管我在着色器中将渲染模式设置为 RENDERMODE_COLORS_ON,但始终设置 RENDERMODE_DEFAULT_ON检查员.

问题:

KeywordEnum 应该如何实施和使用?

答案:

删除这些定义的 _ON 后缀,它将起作用。