Would be useful when we have something like a uber shader with more than 1000 variants. Vulkan: Specialization Constants - https://docs.vulkan.org/samples/latest/samples/performance/specialization_constants/README.html WebGPU: pipeline-overridable constants - https://webgpufundamentals.org/webgpu/lessons/webgpu-constants.html D3D12: No such thing, maybe ShaderModel 7 - https://github.com/microsoft/hlsl-specs/issues/71 D3D11: No such thing OpenGL: No such thing