function GetTag (tag : string, searchFallbacks : bool, defaultValue : string = "") : string
Description
Get the value of material's shader tag.
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.
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 example :
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
class example(
MonoBehaviour):
public materialTag as
string = 'RenderType'
def
Start():
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))