Quick answer: Unity build failing with 'too many shader keywords' error? Shader keyword pool is 384 limit - audit; reduce; use multi-compile macros consolidating.

Project grows; build fails: Maximum number of shader keywords exceeded.

Audit keyword count

Window > Analysis > Build Report > Shader Keywords. Lists every keyword; consolidate similar ones.

Use local keywords

Local keywords don't count against global pool. Convert global-to-local for shader-specific keywords.

Multi-compile vs shader_feature

multi_compile generates variants for build; shader_feature requires preprocessor define. Switch where appropriate.

“Keyword pool is finite. Pool exhaustion is a configuration cleanup task.”

Track keyword count as a project metric. Sudden growth surfaces accidentally-added keywords.

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