Version: Unity 6 (6000.0)
Language : English
LOD directive in ShaderLab reference
UsePass directive in ShaderLab reference

SubShader tags in ShaderLab reference

This page contains information on using a Tags block in your ShaderLabUnity’s 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
.

Render pipeline compatibility

Feature name Universal 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
(URP)
High Definition Render Pipeline (HDRP) Custom SRP Built-in Render Pipeline
ShaderLab: SubShader Tags block Yes Yes Yes Yes
ShaderLab: RenderPipeline SubShader tag Yes Yes No No
ShaderLab: Queue SubShader tag Yes Yes

Yes

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 Yes

This 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 { “[name1]” = “[value1]” “[name2]” = “[value2]”} Applies the given tags to the SubShader.

You can define as many tags as you like.

RenderPipeline tag

Signature Function
“RenderPipeline” = “[name]” 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
“Queue” = “[queue name]” Use the named render queue.
“Queue” = “[queue name] + [offset]” 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
“RenderType” = “[renderType]” 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 Unity’s 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
“ForceNoShadowCasting” = “[state]” 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
“DisableBatching” = “[state]” 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 info
See in Glossary
for all geometry that uses this SubShader.
Signature Value Function
[state] True Unity prevents Dynamic Batching for geometry that uses this SubShader.
False Unity does not prevent Dynamic Batching for geometry that uses this SubShader. This is the default value.
LODFading Unity prevents Dynamic Batching for all geometry that is part of a LODGroup with a Fade Mode value that is not None. Otherwise, Unity does not prevent Dynamic Batching.

IgnoreProjector tag

Signature Function
“IgnoreProjector” = “[state]” Whether Unity ignores Projectors when rendering this geometry.
Signature Value Function
[state] True Unity ignores Projectors when rendering this geometry.
False Unity does not ignore Projectors when rendering this geometry. This is the default value.

PreviewType tag

The 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
.

Signature Function
“PreviewType” = “[shape]” Which shape the Unity Editor uses to display a preview of a material that uses this SubShader.
Signature Value Function
[shape] Sphere Display the material on a sphere. This is the default value.
Plane Display the material on a plane.
SkyboxA special type of Material used to represent skies. Usually six-sided. More info
See in Glossary
Display the material on a skybox.

Additional resources

LOD directive in ShaderLab reference
UsePass directive in ShaderLab reference