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Maximum number (256) of shader keywords exceeded

Discussion in 'FPS.Sample Game' started by FelipeReis, Oct 24, 2018.

  1. FelipeReis

    FelipeReis

    Joined:
    Jan 27, 2012
    Posts:
    39
    Hi, i have tried opening the project and it says
    " Maximum number (256) of shader keywords exceeded" for a bunch of shaders.
    Im not sure whats going on
     
  2. FelipeReis

    FelipeReis

    Joined:
    Jan 27, 2012
    Posts:
    39
    And reopening unity solved it. hah
     
  3. DougRichardson

    DougRichardson

    Joined:
    Oct 7, 2017
    Posts:
    74
    I see the same thing after first open after clone from github: 30 "max shader exceeded" errors and 2 "cannot set mode of files in offline mode" error. If the shader error messages are to be believed, some aspects of the shaders are being disabled.

    I'm guessing the "cannot set mode" messages are due to the project being configured for Perforce.

    I'll paste the first and last "max shader exceeded" messages here:

    First message:

    Code (CSharp):
    1. Maximum number (256) of shader keywords exceeded, keyword _DISPLACEMENTLOCKOBJECTSCALE_OFF will be ignored.
    2. You will have to delete some shaders or make them use less keywords.
    3. Keywords used in project now: APPLY_FORWARD_FOG AUTO_EXPOSURE BEVEL_ON BILLBOARD_FACE_CAMERA_POS BLOOM BLOOM_LOW CHROMATIC_ABERRATION CHROMATIC_ABERRATION_LOW COLOR_GRADING_HDR COLOR_GRADING_HDR_2D COLOR_GRADING_HDR_3D COLOR_GRADING_LDR_2D DEBUG_DISPLAY DECALS_3RT DECALS_4RT DECALS_OFF DIRECTIONAL DIRECTIONAL_COOKIE DIRECTIONAL_SHADOW_HIGH DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE DISTORT DYNAMICLIGHTMAP_ON EDITOR_VISUALIZATION EFFECT_BILLBOARD EFFECT_BUMP EFFECT_EXTRA_TEX EFFECT_HUE_VARIATION EFFECT_SUBSURFACE ETC1_EXTERNAL_ALPHA FINALPASS FOG_EXP FOG_EXP2 FOG_LINEAR FXAA FXAA_KEEP_ALPHA FXAA_LOW GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH GLOW_ON GRAIN INSTANCING_ON LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH LIGHT_LAYERS LIT_PARTICLE_FULLLIGHTING LOD_FADE_CROSSFADE LOD_FADE_PERCENTAGE MASK_OFF OFFSCREEN OUTLINE_ON OUTPUT_SPLIT_LIGHTING PIXELSNAP_ON POINT POINT_COOKIE PROCEDURAL_INSTANCING_ON PUNCTUAL_SHADOW_HIGH PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_SCREEN SHADOWS_SHADOWMASK SHADOWS_SINGLE_CASCADE SHADOWS_SOFT SHADOWS_SPLIT_SPHERES SHOW_FEATURE_VARIANTS SHOW_LIGHT_CATEGORIES SOFTPARTICLES_ON SOURCE_GBUFFER SPOT SSS_MODEL_BASIC SSS_MODEL_DISNEY STEREO_CUBEMAP_RENDER_ON STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON TONEMAPPING_ACES TONEMAPPING_CUSTOM TONEMAPPING_NEUTRAL TRANSPARENCY_ON UNDERLAY_INNER UNDERLAY_ON UNITY_HDR_ON UNITY_SINGLE_PASS_STEREO UNITY_UI_ALPHACLIP UNITY_UI_CLIP_RECT USE_CLUSTERED_LIGHTLIST USE_FPTL_LIGHTLIST USE_MIS VERTEXLIGHT_ON VIGNETTE WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _ALBEDOAFFECTEMISSIVE_OFF _ALBEDOCONTRIBUTION _ALPHABLEND_ON _ALPHACUTOFFENABLE_OFF _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _ANISOTROPYMAP _AXF_BRDF_TYPE_BTF _AXF_BRDF_TYPE_CAR_PAINT _AXF_BRDF_TYPE_SVBRDF _BENTNORMALMAP _BENTNORMALMAP0 _BENTNORMALMAP1 _BENTNORMALMAP2 _BENTNORMALMAP3 _BLENDMODE_ADD _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _BLENDMODE_PRE_MULTIPLY _COLORADDSUBDIFF_ON _COLORCOLOR_ON _COLORMAP _COLOROVERLAY_ON _DENSITY_MODE _DEPTHOFFSETENABLE_OFF _DEPTHOFFSET_ON _DETAIL_MAP _DETAIL_MAP0 _DETAIL_MAP1 _DETAIL_MAP2 _DETAIL_MAP3 _DETAIL_MULX2 _DISABLE_DBUFFER _DISABLE_DECALS _DISPLACEMENT_LOCK_TILING_SCALE _DOUBLESIDED_ON _EMISSION _EMISSIVE_COLOR_MAP _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _ENABLEFPSMODE_OFF _ENABLESPECULAROCCLUSION _ENABLE_FOG_ON_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _ENABLE_SUN_DISK _FADING_ON _FPS_MODE _FUZZDETAIL_MAP _GLOSSYREFLECTIONS_OFF _HEIGHTMAP _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _HEIGHT_BASED_BLEND _INFLUENCEMASK_MAP _IRIDESCENCE_THICKNESSMAP _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR0 _LAYER_MAPPING_TRIPLANAR1 _LAYER_MAPPING_TRIPLANAR2 _LAYER_MAPPING_TRIPLANAR3 _LAYER_MAPPING_TRIPLANAR_BLENDMASK _LAYER_MASK_VERTEX_COLOR_ADD _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE _MAIN_LAYER_INFLUENCE_MODE _MAPPING_6_FRAMES_LAYOUT _MAPPING_PLANAR _MAPPING_TRIPLANAR _MASKMAP _MASKMAP0 _MASKMAP1 _MASKMAP2 _MASKMAP3 _MATERIAL_FEATURE_ANISOTROPY _MATERIAL_FEATURE_CLEAR_COAT _MATERIAL_FEATURE_COAT _MATERIAL_FEATURE_COAT_NORMALMAP _MATERIAL_FEATURE_COTTON_WOOL _MATERIAL_FEATURE_DUAL_SPECULAR_LOBE _MATERIAL_FEATURE_IRIDESCENCE _MATERIAL_FEATURE_SPECULAR_COLOR _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _METALLICGLOSSMAP _NORMALMAP _NORMALMAP0 _NORMALMAP1 _NORMALMAP2 _NORMALMAP3 _NORMALMAP_TANGENT_SPACE _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _PARALLAXMAP _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_SSRAY_HIZ _REFRACTION_SSRAY_PROXY _REQUIRE_UV2 _REQUIRE_UV3 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECGLOSSMAP _SPECULARCOLORMAP _SPECULARHIGHLIGHTS_OFF _SPECULAROCCLUSIONMAP _STACKLIT_DEBUG _SUBSURFACE_MASK_MAP _SUBSURFACE_MASK_MAP0 _SUBSURFACE_MASK_MAP1 _SUBSURFACE_MASK_MAP2 _SUBSURFACE_MASK_MAP3 _SUNDISK_HIGH_QUALITY _SUNDISK_NONE _SUNDISK_SIMPLE _SURFACE_TYPE_TRANSPARENT _TANGENTMAP _TERRAIN_8_LAYERS _TERRAIN_BLEND_HEIGHT _TERRAIN_INSTANCED_PERPIXEL_NORMAL _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _THICKNESSMAP _THICKNESSMAP0 _THICKNESSMAP1 _THICKNESSMAP2 _THICKNESSMAP3 _THREAD_MAP _TRANSMITTANCECOLORMAP _USE_DETAILMAP _USE_TRIPLANAR _USE_UV2 _USE_UV3 _VERTEX_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE _VERTEX_WIND _VLAYERED_RECOMPUTE_PERLIGHT _VLAYERED_USE_REFRACTED_ANGLES_FOR_BASE _WINDQUALITY_BEST _WINDQUALITY_BETTER _WINDQUALITY_FAST _WINDQUALITY_FASTEST _WINDQUALITY_NONE _WINDQUALITY_PALM
    Last message:

    Code (csharp):
    1.  
    2. Maximum number (256) of shader keywords exceeded, keyword _UVSEC_UV1 will be ignored.
    3. You will have to delete some shaders or make them use less keywords.
    4. Keywords used in project now: APPLY_FORWARD_FOG AUTO_EXPOSURE BEVEL_ON BILLBOARD_FACE_CAMERA_POS BLOOM BLOOM_LOW CHROMATIC_ABERRATION CHROMATIC_ABERRATION_LOW COLOR_GRADING_HDR COLOR_GRADING_HDR_2D COLOR_GRADING_HDR_3D COLOR_GRADING_LDR_2D DEBUG_DISPLAY DECALS_3RT DECALS_4RT DECALS_OFF DIRECTIONAL DIRECTIONAL_COOKIE DIRECTIONAL_SHADOW_HIGH DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE DISTORT DYNAMICLIGHTMAP_ON EDITOR_VISUALIZATION EFFECT_BILLBOARD EFFECT_BUMP EFFECT_EXTRA_TEX EFFECT_HUE_VARIATION EFFECT_SUBSURFACE ETC1_EXTERNAL_ALPHA FINALPASS FOG_EXP FOG_EXP2 FOG_LINEAR FXAA FXAA_KEEP_ALPHA FXAA_LOW GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH GLOW_ON GRAIN INSTANCING_ON LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH LIGHT_LAYERS LIT_PARTICLE_FULLLIGHTING LOD_FADE_CROSSFADE LOD_FADE_PERCENTAGE MASK_OFF OFFSCREEN OUTLINE_ON OUTPUT_SPLIT_LIGHTING PIXELSNAP_ON POINT POINT_COOKIE PROCEDURAL_INSTANCING_ON PUNCTUAL_SHADOW_HIGH PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_SCREEN SHADOWS_SHADOWMASK SHADOWS_SINGLE_CASCADE SHADOWS_SOFT SHADOWS_SPLIT_SPHERES SHOW_FEATURE_VARIANTS SHOW_LIGHT_CATEGORIES SOFTPARTICLES_ON SOURCE_GBUFFER SPOT SSS_MODEL_BASIC SSS_MODEL_DISNEY STEREO_CUBEMAP_RENDER_ON STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON TONEMAPPING_ACES TONEMAPPING_CUSTOM TONEMAPPING_NEUTRAL TRANSPARENCY_ON UNDERLAY_INNER UNDERLAY_ON UNITY_HDR_ON UNITY_SINGLE_PASS_STEREO UNITY_UI_ALPHACLIP UNITY_UI_CLIP_RECT USE_CLUSTERED_LIGHTLIST USE_FPTL_LIGHTLIST USE_MIS VERTEXLIGHT_ON VIGNETTE WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _ALBEDOAFFECTEMISSIVE_OFF _ALBEDOCONTRIBUTION _ALPHABLEND_ON _ALPHACUTOFFENABLE_OFF _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _ANISOTROPYMAP _AXF_BRDF_TYPE_BTF _AXF_BRDF_TYPE_CAR_PAINT _AXF_BRDF_TYPE_SVBRDF _BENTNORMALMAP _BENTNORMALMAP0 _BENTNORMALMAP1 _BENTNORMALMAP2 _BENTNORMALMAP3 _BLENDMODE_ADD _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _BLENDMODE_PRE_MULTIPLY _COLORADDSUBDIFF_ON _COLORCOLOR_ON _COLORMAP _COLOROVERLAY_ON _DENSITY_MODE _DEPTHOFFSETENABLE_OFF _DEPTHOFFSET_ON _DETAIL_MAP _DETAIL_MAP0 _DETAIL_MAP1 _DETAIL_MAP2 _DETAIL_MAP3 _DETAIL_MULX2 _DISABLE_DBUFFER _DISABLE_DECALS _DISPLACEMENT_LOCK_TILING_SCALE _DOUBLESIDED_ON _EMISSION _EMISSIVE_COLOR_MAP _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _ENABLEFPSMODE_OFF _ENABLESPECULAROCCLUSION _ENABLE_FOG_ON_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _ENABLE_SUN_DISK _FADING_ON _FPS_MODE _FUZZDETAIL_MAP _GLOSSYREFLECTIONS_OFF _HEIGHTMAP _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _HEIGHT_BASED_BLEND _INFLUENCEMASK_MAP _IRIDESCENCE_THICKNESSMAP _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR0 _LAYER_MAPPING_TRIPLANAR1 _LAYER_MAPPING_TRIPLANAR2 _LAYER_MAPPING_TRIPLANAR3 _LAYER_MAPPING_TRIPLANAR_BLENDMASK _LAYER_MASK_VERTEX_COLOR_ADD _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE _MAIN_LAYER_INFLUENCE_MODE _MAPPING_6_FRAMES_LAYOUT _MAPPING_PLANAR _MAPPING_TRIPLANAR _MASKMAP _MASKMAP0 _MASKMAP1 _MASKMAP2 _MASKMAP3 _MATERIAL_FEATURE_ANISOTROPY _MATERIAL_FEATURE_CLEAR_COAT _MATERIAL_FEATURE_COAT _MATERIAL_FEATURE_COAT_NORMALMAP _MATERIAL_FEATURE_COTTON_WOOL _MATERIAL_FEATURE_DUAL_SPECULAR_LOBE _MATERIAL_FEATURE_IRIDESCENCE _MATERIAL_FEATURE_SPECULAR_COLOR _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _METALLICGLOSSMAP _NORMALMAP _NORMALMAP0 _NORMALMAP1 _NORMALMAP2 _NORMALMAP3 _NORMALMAP_TANGENT_SPACE _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _PARALLAXMAP _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_SSRAY_HIZ _REFRACTION_SSRAY_PROXY _REQUIRE_UV2 _REQUIRE_UV3 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECGLOSSMAP _SPECULARCOLORMAP _SPECULARHIGHLIGHTS_OFF _SPECULAROCCLUSIONMAP _STACKLIT_DEBUG _SUBSURFACE_MASK_MAP _SUBSURFACE_MASK_MAP0 _SUBSURFACE_MASK_MAP1 _SUBSURFACE_MASK_MAP2 _SUBSURFACE_MASK_MAP3 _SUNDISK_HIGH_QUALITY _SUNDISK_NONE _SUNDISK_SIMPLE _SURFACE_TYPE_TRANSPARENT _TANGENTMAP _TERRAIN_8_LAYERS _TERRAIN_BLEND_HEIGHT _TERRAIN_INSTANCED_PERPIXEL_NORMAL _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _THICKNESSMAP _THICKNESSMAP0 _THICKNESSMAP1 _THICKNESSMAP2 _THICKNESSMAP3 _THREAD_MAP _TRANSMITTANCECOLORMAP _USE_DETAILMAP _USE_TRIPLANAR _USE_UV2 _USE_UV3 _VERTEX_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE _VERTEX_WIND _VLAYERED_RECOMPUTE_PERLIGHT _VLAYERED_USE_REFRACTED_ANGLES_FOR_BASE _WINDQUALITY_BEST _WINDQUALITY_BETTER _WINDQUALITY_FAST _WINDQUALITY_FASTEST _WINDQUALITY_NONE _WINDQUALITY_PALM
    5. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
     
  4. drhodor

    drhodor

    Joined:
    Aug 18, 2013
    Posts:
    39
    Got this too -- and yes, the cannot set mode is from Unity's internal Perforce, in my experience.
     
  5. Vestergaard

    Vestergaard

    Unity Technologies

    Joined:
    Oct 20, 2016
    Posts:
    31
    Reopening is the current workaround as the keywords are reset on the second import, work is ongoing to solve this annoying issue. It should only hit you on the first import.
     
  6. Unlimited_Energy

    Unlimited_Energy

    Joined:
    Jul 10, 2014
    Posts:
    469
    Reopening is not working at all. I have deleted all shaders and the keywords are all being kept around
     
  7. DennisBest

    DennisBest

    Joined:
    Mar 8, 2014
    Posts:
    6
    it doesnt work like that, it's appearing after a restart
     
  8. karstenv

    karstenv

    Joined:
    Jan 12, 2014
    Posts:
    81
    Try to re-import all assets by righ-clicking and selection re-import all.
    This might take a full hour so be patience.
     
    Unlimited_Energy likes this.
  9. Unlimited_Energy

    Unlimited_Energy

    Joined:
    Jul 10, 2014
    Posts:
    469
    to anyone who is getting this issue, exporting your entire scene as an asset and re importing it in a new project will solve this issue.
     
  10. sacb0y

    sacb0y

    Joined:
    May 9, 2016
    Posts:
    936
    I solved this by not only deleting a few unused shaders, but also deleting my shader cache folder.

    It seems this was some kind of glitch with the shader cache, cause i only got the error after a reimport.
     
    AlexTuduran likes this.
  11. AlexTuduran

    AlexTuduran

    Joined:
    Nov 26, 2016
    Posts:
    27
    Yes, this works.

    Step 1: Remove first any unwanted shader.

    Step 2: If you have your own effects that use #parga multi_compile, replace the multi_compile with something local if possible: https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html

    Step 3: Even if you remove shaders and multi_compile, the global keywords list is still remembered because it's cached on your disk. Therefore: Quit Unity and remove the shader cache folder contents (your-proj/Library/ShaderCache/*.*).

    Bonus tip
    : After cleaning the shader cache folder and starting unity, the "EditorEncounteredVariants" file will be recreated. The file should be smaller than before the cleaning.

    Step 4: Launch Unity and make a build. If still reaching the limit, go to Step 1.

    Bonus tip: Currently there's no shader global keywords quota manager in which you could check the headroom for global keywords, so that you get to know how many keywords you have left until you reach the limit again. To check that, just edit a shader that you know for sure is being used and add lots of #pragma multi_compile directives.

    Code (CSharp):
    1. #pragma multi_compile  _ ___TEST_00___
    2. #pragma multi_compile  _ ___TEST_01___
    3. ...
    4. ...
    5. #pragma multi_compile  _ ___TEST_5F___
    This will trigger the global shader keyword list to overflow and print the 256 keywords that are used:

    "Keywords used in project now: ATMOSPHERICS AXIAL_SAMPLE_HIGH AXIAL_SAMPLE_LOW [...] _USEDEPTH_ON ___APPLY_CONTRAST_LAST___ ___TEST_00___ ___TEST_01___ ___TEST_02___ ___TEST_03___ ___TEST_04___ ___TEST_05___ ___TEST_06___ ___TEST_07___ ___TEST_08___ ___TEST_09___ ___TEST_0A___ ___TEST_0B___ ___TEST_0C___ ___TEST_0D___ ___TEST_0E___ ___TEST_0F___ ___TEST_10___ ___TEST_11___ ___TEST_12___ ___TEST_13___ ___TEST_14___ ___TEST_15___ ___TEST_16___ ___TEST_17___ ___TEST_18___ ___TEST_19___ ___TEST_1A___ ___TEST_1B___ ___TEST_1C___ ___TEST_1D___ ___TEST_1E___ ___TEST_1F___ ___TEST_20___ ___TEST_21___ ___TEST_22___ ___TEST_23___ ___TEST_24___ ___TEST_25___ ___TEST_26___ ___TEST_27___ ___TEST_28___ ___TEST_29___ ___TEST_2A___ ___TEST_2B___ ___TEST_2C___ ___TEST_2D___ ___TEST_2E___ ___TEST_2F___ ___TEST_30___ ___TEST_31___ ___TEST_32___ ___TEST_33___ ___TEST_34___ ___TEST_35___ ___TEST_36___ ___TEST_37___ ___TEST_38___ ___TEST_39___ ___TEST_3A___ ___TEST_3B___ ___TEST_3C___ ___TEST_3D___ ___TEST_3E___ ___TEST_3F___ ___TEST_40___ ___TEST_41___ ___TEST_42___ ___TEST_43__"

    Since keywords ___TEST_00___ to ___TEST_43__ are artificially included, it means that we have 0x44 (68) keywords left to use in the project if we remove these. I used hex, but you can use decimal numbers for an easier count.
     
  12. Skotrap7

    Skotrap7

    Joined:
    May 24, 2018
    Posts:
    125
    Any tips on finding *which* shaders are using the keywords that have overflowed the max?
     
    RodHill likes this.