Modifying a material/object's order in the render queue? (URP)

I have a GameObject that pops up whenever my player is looking at a trigger for an interactable object. The GameObject is a plane that faces the player, and is slightly inside another object. I want the plane to overlay the object instead of clipping through it, and some research revealed that modifying its order in the render queue looked like a promising way to do this. I found some documentation on it, and it seems that all I have to do is set the queue tag inside the code for the shader to overlay. I can’t do this though, because the code is immutable. I tried moving the URP package to the packages folder, as this post suggests that doing so will allow the code to be modified. This did not allow me to edit the code for my shader, and also broke my particle systems. any help is appreciated :slight_smile:

Bumping the post

I don’t know why I couldn’t find it in documentation, but I found out you can change the render queue on a per-material basis without trying to modify immutable scripts by setting the queue control in advanced options of your material to UserOverride, and putting in the desired order in render queue.

You can change the RenderQueue also in the material as far as my understanding goes. Just get the material component and set the RenderQeue you want, for overlay that would be:
gameObject.GetComponent().material.renderQueue = (int)RenderQueue.Overlay;