LOD directive in ShaderLab reference
UsePass directive in ShaderLab reference
SubShader tags in ShaderLab referenceThis page contains information on using a Tags
block in your ShaderLabUnityâs language for defining the structure of Shader objects. More info
See in Glossary code to assign tags to a SubShader.
For information on defining SubShader, see ShaderLab: defining a SubShader. For information on how a ShaderA program that runs on the GPU. More info
See in Glossary object works, and the relationship between Shader objects, SubShaders and Passes, see Shader objectsAn instance of the Shader class, a Shader object is container for shader programs and GPU instructions, and information that tells Unity how to use them. Use them with materials to determine the appearance of your scene. More info
See in Glossary.
Note: in a custom SRP, you can define your own rendering order and choose whether or not to use render queues. For more information, see DrawingSettings and SortingCriteria.
Yes ShaderLab: RenderType SubShader tag Yes Yes Yes Yes ShaderLab: DisableBatching SubShader tag Yes Yes Yes Yes ShaderLab: ForceNoShadowCasting SubShader tag Yes YesThis disables regular shadows, but has no effect on contact shadows.
Yes Yes ShaderLab: CanUseSpriteAtlas SubShader tag Yes Yes Yes Yes ShaderLab: PreviewType SubShader tag Yes Yes Yes Yes Syntax Signature Function Tags { â[name1]â = â[value1]â â[name2]â = â[value2]â} Applies the given tags to the SubShader.You can define as many tags as you like.
RenderPipeline tag Signature Function âRenderPipelineâ = â[name]â Tells Unity whether this SubShader is compatible with URP or HDRP. Parameter Value Function [name]UniversalPipeline
This SubShader is compatible with URP only. HDRenderPipeline
This SubShader is compatible with HDRP only. (any other value, or not declared) This SubShader is not compatible with URP or HDRP. Queue tag Signature Function âQueueâ = â[queue name]â Use the named render queue. âQueueâ = â[queue name] + [offset]â Use an unnamed queue, at a given offset from the named queue.
An example of when this is useful is in the case of transparent water, which you should draw after opaque objects but before transparent objects.
Signature Value Function [queue name] Background Specifies the Background render queue. Geometry Specifies the Geometry render queue. AlphaTest Specifies the AlphaTest render queue. Transparent Specifies the Transparent render queue. Overlay Specifies the Overlay render queue. [offset] integer Specifies the index at which Unity renders the unnamed queue, relative to the named queue. RenderType tag Signature Function âRenderTypeâ = â[renderType]â Set the RenderType value for this SubShader. Signature Value Function [renderType] String There are no set values for this parameter. To identify the RenderType value for any SubShader that you want to replace, open its shader source file.The RenderType
SubShader tags for Unityâs legacy built-in shaders are listed on the shader replacement page.
You can also create your own values for your custom SubShaders.
ForceNoShadowCasting tag Signature Function âForceNoShadowCastingâ = â[state]â Whether to prevent shadow casting (and sometimes receiving) for all geometry that uses this SubShader. Signature Value Function [state] True Unity prevents the geometry in this SubShader from casting shadows.In the Built in Render Pipeline, with the Forward or Legacy Vertex Lit rendering paths, Unity also prevents the geometry in this SubShader from receiving shadows.
In HDRP, this does not prevent the geometry from casting contact shadows.
False Unity does not prevent the geometry in this SubShader from casting or receiving shadows. This is the default value. DisableBatching tag Signature Function âDisableBatchingâ = â[state]â Whether Unity prevents Dynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More infoThe PreviewType
SubShader Tag tells the Unity Editor how to display a material that uses this SubShader in the Material InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary.
LOD directive in ShaderLab reference
UsePass directive in ShaderLab reference
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