You can read SubShader tags from a C# script using the Material.GetTag API, like this:
using UnityEngine;
public class Example : MonoBehaviour
{
// Attach this to a gameObject that has a Renderer component
string tagName = "ExampleTagName";
void Start()
{
Renderer myRenderer = GetComponent<Renderer>();
string tagValue = myRenderer.material.GetTag(ExampleTagName, true, "Tag not found");
Debug.Log(tagValue);
}
}
You can use Shader.renderQueue to read the Queue tag value of a ShaderA program that runs on the GPU. More info
See in Glossary object’s active SubShader.
By default, Unity renders geometry in the render queue specified in the [Queue] tag. You can override this value on a per-material basis. In the Unity Editor, you can do this in the material Inspector by setting the Render Queue property. In a C# script, you can do this by setting the value of Material.renderQueue using the Rendering.RenderQueue enum.
To access the value of a Pass tag from C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary, you can use the Shader.FindPassTagValue API. This works for Unity’s predefined Pass tags, and for custom Pass tags that you have created.
Material.SetShaderPassEnabled and ShaderTagId use the value of the LightMode
tag to determine how Unity handles a given Pass.
In the Scriptable Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary, you can create custom values for the LightMode
tag. You can then use these custom values to determine which Passes to draw during a given call to ScriptableRenderContext.DrawRenderers, by configuring a DrawingSettings struct. For more information and a code example, see Creating a simple render loop in a custom Scriptable Render Pipeline.
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