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Question by lowbloodsugar · Apr 15, 2011 at 03:38 AM · materialtagshader-replacementrenderwithshader

Setting Material Tag at runtime for replacement shader tricks

Hello, Does anyone know how to set a Material's Tag at runtime?

With t$$anonymous$$s code, I can determine the value of a tag at runtime:

var materialTag = "RenderType";
var result : String = renderer.material.GetTag(materialTag, true, "Not$$anonymous$$ng");

Unfortunately, there is no Material.SetTag() function. Are there any other ways to set the tag of a material at runtime? (Other than changing the material's shader through scripting.)

http://unity3d.com/support/documentation/ScriptReference/Material.GetTag.html T$$anonymous$$s could be very useful when dealing with replacement shaders.

http://unity3d.com/support/documentation/Components/SL-ShaderReplacement.html

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avatar image Kovenant · Mar 19, 2015 at 12:04 AM 0
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Still to this day, this isn't possible and this is exactly what I need to do with the new Unity 5 Standard Shader.... :(

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Answer by Ross_B · Oct 05, 2016 at 01:42 PM

Material.SetOverrideTag

"Will set a tag/value on the material that overrides the value of said tag from the shader."

  material.SetOverrideTag("TagKey", "NewTagValue");

@Kovenant According to the docs It looks like you could use t$$anonymous$$s to set any standard shaders "RenderType" tag.

W$$anonymous$$le you can use t$$anonymous$$s to allow objects with existing materials to be rendered selectively, It doesn't look like its possible to do a replacement with dynamic values on both sides, since you pass a Shader, not a Material to the respective replacement functions.

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