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