マテリアルのシェーダーのタグ名を取得します
If the material's shader does not define the tag, defaultValue
is returned.
If searchFallbacks
is true
then this function will look for tag in all subshaders
and all fallbacks. If seachFallbacks
is false
then only the currently used subshader
will be queried for the tag.
Using GetTag
without searching through fallbacks makes it possible to detect which
subshader is currently being used: add a custom tag to each subshader with different value,
and query the value at run time. For example, Unity Pro's water uses this function to
detect when the shader falls back to non-reflective one, and turns off reflection camera
in that case.
// Attach this to a gameObject that has a renderer. var materialTag = "RenderType"; function Start() { var result : String = renderer.material.GetTag(materialTag, true, "Nothing"); if (result == "Nothing") Debug.LogError(materialTag + " not found in " + renderer.material.shader.name); else Debug.Log("Tag found!, its value: " + result); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public string materialTag = "RenderType"; void Start() { string result = renderer.material.GetTag(materialTag, true, "Nothing"); if (result == "Nothing") Debug.LogError(materialTag + " not found in " + renderer.material.shader.name); else Debug.Log("Tag found!, its value: " + result); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public materialTag as string = 'RenderType' def Start() as void: result as string = renderer.material.GetTag(materialTag, true, 'Nothing') if result == 'Nothing': Debug.LogError(((materialTag + ' not found in ') + renderer.material.shader.name)) else: Debug.Log(('Tag found!, its value: ' + result))