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Fixed in 5.4.0
[CommandBuffer] Material keywords are ignored in CommandBuffer
Material keywords, which are set by EnableKeyword or shaderKeywords, are ignored in CommandBuffer.DrawMesh and Blit. These commands always choose the default shader variant when drawing.
Note that there is not such an issue with the global shader keyword (Shader.EnableKeyword). It takes effect properly.
This issue doesn’t reproduce on the previous versions (5.3 and earlier).
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Jul 06, 2016 03:03
I am having this problem after compiling to windows standalone (x86 & x86_64) but it works inside the Editor.
I enabled a Keyword using material.EnableKeyword ("Something") and material.IsKeywordEnabled("Something") returns true, inside the Editor and inside the Player.
If I connect the profiler to the player and debug the current frame, it shows that indeed, the keywork is not enabled.
I am using Windows 7 and Unity 5.4.0b23