Passes use tags to tell how and when they expect to be rendered to the renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
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Tags { "TagName1" = "Value1" "TagName2" = "Value2" }
Specifies TagName1 to have Value1, TagName2 to have Value2. You can have as many tags as you like.
Tags are basically key-value pairs. Inside a Pass tags are used to control which role this pass has in the lighting pipeline (ambient, vertex lit, pixel lit etc.) and some other options. Note that the following tags recognized by Unity must be inside Pass section and not inside SubShaderEach shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user’s graphics card. More info
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LightMode tag defines Pass’ role in the lighting pipeline. See render pipeline for details. These tags are rarely used manually; most often shadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary that need to interact with lighting are written as Surface ShadersUnity’s code generation approach that makes it much easier to write lit shaders than using low level vertex/pixel shader programs. More info
See in Glossary and then all those details are taken care of.
Possible values for LightMode tag are:
A pass can indicate flags that change how rendering pipeline passes data to it. This is done by using PassFlags tag, with a value that is space-separated flag names. Currently the flags supported are:
A pass can indicate that it should only be rendered when some external conditions are met. This is done by using RequireOptions tag, whose value is a string of space separated options. Currently the options supported by Unity are:
SubShaders can be given Tags as well, see SubShader Tags.