Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Material.SetOverrideTag

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public method SetOverrideTag(tag: string, val: string): void;
public void SetOverrideTag(string tag, string val);

Parameters

tag Name of the tag to set.
val Name of the value to set. Empty string to clear the override flag.

Description

Sets an override tag/value on the material.

Will set a tag/value on the material that overrides the value of said tag from the shader. This can be used to make sure replacement shaders (such as rendering DepthNormals) work even if the original shader only supports a certain render type. For example if a shader only supports a specific render type but renders in many ways using keywords, SetOverrideTag can be used fom a custom material inspector to ensure that the material renders correctly even if the shader is replaced.

#pragma strict
public static class MaterialUtils {
	public enum BlendMode {
		Opaque,
		Cutout,
		Fade,
		Transparent,
	}
	public static function SetupBlendMode(material: Material, blendMode: BlendMode) {
		switch (blendMode) {
			case BlendMode.Opaque:
				material.SetOverrideTag("RenderType", "");

material.DisableKeyword("_ALPHATEST_ON");

material.renderQueue = -1;

break; case BlendMode.Cutout: material.SetOverrideTag("RenderType", "TransparentCutout");

material.EnableKeyword("_ALPHATEST_ON");

material.renderQueue = 2450;

break; } } }
using UnityEngine;

public static class MaterialUtils { public enum BlendMode { Opaque, Cutout, Fade, Transparent }

public static void SetupBlendMode(Material material, BlendMode blendMode) { switch (blendMode) { case BlendMode.Opaque: material.SetOverrideTag("RenderType", ""); material.DisableKeyword("_ALPHATEST_ON"); material.renderQueue = -1; break; case BlendMode.Cutout: material.SetOverrideTag("RenderType", "TransparentCutout"); material.EnableKeyword("_ALPHATEST_ON"); material.renderQueue = 2450; break; } } }

Did you find this page useful? Please give it a rating: