Keywords

Advanced Dissolve is not just a one shader effect, it is a collection of various multiple effects that can be turned on/off any time, mixed together or used separately. Each of those effects is controlled using its own individual shader keyword.

All Advanced Dissolve keywords in material editor have background:

Advanced Dissolve shader has 9 groups of effects controlled by 39 keywords:

State (2)

_AD_STATE_DISABLED

_AD_STATE_ENABLED

Cutout -> Standard -> Source (6)

_AD_CUTOUT_STANDARD_SOURCE_NONE

_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA

_AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP

_AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS

_AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS

_AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED

Cutout -> Standard -> Source -> Mapping Type (3)

_AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_DEFAULT

_AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR

_AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE

Cutout -> Geometric -> Type (7)

_AD_CUTOUT_GEOMETRIC_TYPE_NONE

_AD_CUTOUT_GEOMETRIC_TYPE_XYZ

_AD_CUTOUT_GEOMETRIC_TYPE_PLANE

_AD_CUTOUT_GEOMETRIC_TYPE_SPHERE

_AD_CUTOUT_GEOMETRIC_TYPE_CUBE

_AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE

Cutout -> Geometric -> Count (4)

_AD_CUTOUT_GEOMETRIC_COUNT_ONE

_AD_CUTOUT_GEOMETRIC_COUNT_TWO

_AD_CUTOUT_GEOMETRIC_COUNT_THREE

_AD_CUTOUT_GEOMETRIC_COUNT_FOUR

Edge -> Base -> Source (4)

_AD_EDGE_BASE_SOURCE_NONE

_AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD

_AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC

_AD_EDGE_BASE_SOURCE_ALL

Edge -> Additional Color -> Source (6)

_AD_EDGE_ADDITIONAL_COLOR_NONE

_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR

_AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP

_AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP

_AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR

_AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED

Edge -> UV Distortion -> Source (2)

_AD_EDGE_UV_DISTORTION_SOURCE_DEFAULT

_AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP

Additional Settings -> Global Control ID (5)

_AD_GLOBAL_CONTROL_ID_NONE

_AD_GLOBAL_CONTROL_ID_ONE

_AD_GLOBAL_CONTROL_ID_TWO

_AD_GLOBAL_CONTROL_ID_THREE

_AD_GLOBAL_CONTROL_ID_FOUR

In Unity 2019.4 and later versions all keywords are local and they do not contribute towards Unity’s global keyword count limit (256).

Kewords in materials can be enabled/disabled using Unity's Material.EnableKeyword and Material.DisableKeyword methods, or using Advanced Dissolve controller script explained in the Run-time API chapter.

SRP Batcher compatible shaders are keywords free. All used keywords are baked inside shader and unused ones are removed.

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