Keywords Reference
Genesis uses URP-compatible shader_feature keywords for every optional code path. The inspector and the Material API set these for you — you rarely touch them by hand — but you need to know they exist to debug variant explosion, batching breaks, and shipped build size.
Keyword listing
Multi-compile vs shader_feature
Genesis uses shader_feature (not multi_compile) for everything except the URP plumbing keywords. This means unused variants are stripped at build time — toggling a feature off in the inspector also strips its variant if no material in your project uses it.
Want to toggle a keyword at runtime that you never set in any material? Use
multi_compile_local or pre-create a material variant with that keyword on.
Setting keywords via material.EnableKeyword instantiates the material and
breaks batching. See Scripting Materials for safe
patterns.