#archived-urp

1 messages · Page 32 of 1

warped skiff
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You'd have to remake the shader from the ground up

scarlet lava
scarlet lava
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hey, does anyone knows how to simulate a flash bang ?? .. like how to make the camera go all the way white or dark ?

fading galleon
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maybe have a white image covering the whole UI and then activate it when the player is flashed

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you can make it gradually decrease by changing the alpha values too

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if you are inspired by csgo it also takes a screenshot of what you see right before getting flashed

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and you kind of see that image as the flash effect fades away so dont forget about that

placid laurel
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im making a custom skybox shader
and i cant find a guide on adding the sun and matching its rotation with the directional light

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if anybody's got a good tutorial send it over pls :3

scarlet lava
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what do a flashbang do to a camera ?

fading galleon
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the camera doesnt go fully white at all

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it just sounds like its super loud

scarlet lava
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you are right , thanks 🙂

scarlet lava
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hey, I've added a volume to the camera but looks like it doesnt have any effect on the camera

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the volume does make the entire scene too bright but it doesnt do anything to the camera, i'm not sure what am i missing ?

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the volume component is on the camera gameobject

dry willow
scarlet lava
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I think it was, thank you so much @dry willow

frail tartan
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Can a render feature break a build? But everything is fine in the editor.

merry monolith
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@frail tartan most common reason for that would be that something your RF needs is getting stripped from build

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I mean shader variants now

nocturne mesa
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Hey y'all, I'm getting a new rig cause my old busted, I was wondering if it could render in 4k

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The specs are rtx 3060ti, Ryzen 7 5800x, 32 gb ram

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I was developing at 720p on an Rx 560 and an i7 860 up to now, and was wondering how much boost I could be looking forward to, since my budget couldn't go for a higher VRAM rig

scarlet lava
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hey, does anyone has tips on how to align a panel with a camera ? ....
I went as far as making the canvas and the panel a child to the camera, but as soon as the player moves/falls i can see the panel at where he was spawned :S

nocturne mesa
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@young escarp am I saying sth stupid? Or totally obvious? Cause I have no idea on tech stuff

coarse tangle
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Hey!
I tried adding P3 to the build, but it didn't make a difference. I also can't just switch to gamma, we're using PBR. That only works in linear. I tried it anyway, and if anything, it made the problem worse.

scarlet lava
coarse tangle
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just found the bloom clamp feature, and it looks like the lowest values i can bring it to might still cause a flicker, but i'll try it out.

nocturne mesa
scarlet lava
sudden trout
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Hi everyone
is there a way to profile GPU on Mac?
I keep getting that GPU profiling is not available on Metal error /

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also not sure if this is the best place to ask

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we don't have a optimization channel

coarse tangle
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testing the clamps i still get flare ups, but they're just smaller. for some reason it's like on some devices my materials resolve ultra-bright pixels.

coarse tangle
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we do have some bright lights hitting our target so that some bits will bloom

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but the result we're seeing feels more like a NaN type issue, i think?

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there's something else going on, because this only affects some devices

indigo jolt
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Hello all - I'm having an issue with MSAA on URP. I'm using the Balanced URP settings from the Core URP template. This is a VR project using Oculus Integration. Vsync is OFF in quality settings. If I create a completely blank scene with nothing but a plane, a baked directional light, and the oculus camera rig in it - set MSAA to 4x in URP settings and generate a build I get around 45 FPS on quest 1 and quest 2. If I disable MSAA and generate a new build I get the expected 72 FPS.
Unity 2021.3.5f1. URP 12.1.7. Oculus integration v40 (also tried V41).

vocal ridge
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Hello, how to make beautiful lightning and colors in unity? Any links? Thanks a lot. Something Like this

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or like this.. for a indie game (or hypercasual)

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Any good shader? or tips? I suck at choosing beautiful colors and lightning. thanks

lethal scarab
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Hey guys, maybe some1 can help, Im trying to setup cameras in URP and try to keep things seperate as much as possible (well, not yet very much) and I have scene with level environment lights MAIN CAMERA (base) etc. and I have second scene with UI stuff and UI camera for it that I need to add to Main camera stack to see it. I can manage to do that in runtime by adding second camera to the stack by fetching singleton instance of base camera, but I am looking for someway to make this work in editor. Do you have any good practices how to approach multiple cameras (preferably in multiple scenes) in URP?

placid laurel
marble vigil
proper temple
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Would anyone know why i'm unable to set a camera to overlay? The option is greyed out

vocal ridge
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Thank you for your answers!

marble vigil
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Though it might've been possible to stack Forward overlay cameras on a Deferred base camera

proper temple
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I'm going to check if i can have a forward overlay camera as you mention, I need it for the view camera so i don't really need deferred for it

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Yep, worked like a charm @marble vigil Much appreciated <3

crisp nest
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I got a problem so i wanted to have in my urp project an unlit material but when i do that it became pink so i searched for help and i did what it said but now everything is pink can someone help?

ocean hinge
steel stratus
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when I make a material have the URP Lit Shader, it just turns pink? anyone know a fix?

toxic forum
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Are you using the URP pipeline? What does it show when you go to the graphics section for the project settings?

steel stratus
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it shows this, is there any way to fix it?

soft lion
# steel stratus

That means you have to put urp asset in that slot. Google how to configure urp

night prawn
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does anyone know if it's possible to make a camera render only static objects? Also, right now in editor, if I spawn a camera, set its render texture, call render() on it, and then destroy it all in 1 function in the editor, the render texture stays black
If I don't destroy the camera and instead enable it, it'll render to the render texture just fine, any idea how to fix it?

night prawn
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because I only need it during the "baking" process, to render a single frame

marble vigil
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What's the harm in keeping it disabled

night prawn
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Would be pretty odd to have like 1 camera per light just sitting there in the scene

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also if I just disable it it doesn't render to the rendertexture despite calling render() on it

marble vigil
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I'd look into copying the RenderTexture into a Texture2D asset to decouple it from the camera

night prawn
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I can do that but if the camera doesn't render when I tell it to I'll just be copying a black texture I think

marble vigil
placid laurel
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Hey I encounter a special case with shader graph is it ok if I can post a video showing the problem(no audio)

night prawn
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@marble vigil I'd much rather everything starts and end within 1 function call instead of spreading it over several frames, as that could cause a whole range of other issues

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ie the context of the operation changing while it's running

placid laurel
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Currently I wrote a script that would highlight the vertices into a triangle to get the position of my mesh

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I used it on my plane that had a wave generator on the material expecting it would show the vertices moving up and down however the vertices were at a stand still as if the plane had no material

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My question is does unity render mesh differently using shader graph?

harsh fjord
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hey i have an issue with my tress for my terrain, i cant fix the shader for the material because when i do it turns white

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is there a way to fix that?

shell mantle
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can someone point me in a direction on how to learn URP for a game with 2D sprites ? with 3D everything kinda works pretty fast but lighting isnt effecting sprites

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also this is grayed out

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i followed tutorials on setup not sure what im doing wrong

torn rune
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i see on youtube ppl that go to edit and render and they they go to urp and upgrade project but to me if i go edit -> render i only see material and generate shader incudes

sleek bison
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Hi guys, i have this screen in "Scene" view in URP template project. Does anyone know how to fix this?

warm island
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Weird. It looks like your graphics card is creating artifacts. Do you have the latest drivers installed?

sleek bison
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Not sure, but i don't have this artifacts on 2021 Unity version(this is 2022 version)

empty path
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there's a tool that does it now, maybe in window tab, forgot where exactly, it should be in urp doc for 2021

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google and u should find it

marble vigil
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If you need 3D perspective and 3D lighting, you wouldn't use sprites, rather 3D geometry with ordinary lit materials

shell mantle
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Would I have to put my trees on a 3D object and shrink the Z down or have custom shapes with the sprites put on in blender?

marble vigil
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But one problem you'll face is that in 3D space those quads will be totally shadowed if the light is behind them

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Don't Starve's lighting is entirely custom so it doesn't suffer from that

shell mantle
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hmmm

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i know global light illuminates everything regardless of where it is

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there must be a way

shell mantle
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with the sprite

marble vigil
shell mantle
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any ideas of how i could make this work

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so far its the largest roadblock ive faced

marble vigil
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I haven't figured out any clean way to get around that problem

shell mantle
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what if the directional like is a child to the player. so as it rotates with the camera it will work

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going for this perspective

shell mantle
marble vigil
shell mantle
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Are you sure that's all? In this video they have a flashlight?

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I guess I can see that

marble vigil
shell mantle
marble vigil
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Just like the idea of attaching the directional light to the camera, though shadows would look weird with that if you plan to have some

shell mantle
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does this look like it might solve my issues?

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99% of the game btw is in a forest

marble vigil
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Depends what the issue is presently

shell mantle
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well i want to light up the 2D sprites and not have them completely black

marble vigil
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The character in the video is still not lit at all by the sun behind it
That may or may not be an issue

shell mantle
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total darkness at night but lit up by sources

marble vigil
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Make a test scenario to get an idea what the issues will be, if any

shell mantle
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will do thanks

torn rune
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bruh for me urp doesn't work

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if i try to use it urp creates too many error

shell mantle
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Very specific

pliant rose
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So I've looked into this a lot but I can't find anyone with a similar issue

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In my past few projects I've worked with pixel art quite a bit, but whenever I use repeating tiles and move the camera they sort of turn into this distorted effect thing?

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Here's a video example

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the tiles here are just the same brick texture repeated, but there's this weird wave pattern that's sort of overlaid on top of them

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the effect is more visible if you don't full screen the video

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it's really started to bother me for this specific area. does anyone know what might be causing it? please @ me if you think you have a solution

wispy sierra
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I have one shader graph material that is drawn perfectly in editor or play mode, but appears pink when I build the game

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both the pipeline and the shader graph are urp

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any clue for what I might be doing wrong?

wispy sierra
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I identified the problem is in surface type, transparent

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it works well for opaque, but not for transparent in urp

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does anyone know the configuration in urp to accept that?

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found the cause, I had this marked off in the renderer pipeline asset

marble salmon
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Uff 😄

cerulean viper
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my render texture doesnt record the bloom correctly and i couldnt find a solution anywhere

ocean hinge
cerulean viper
ocean hinge
limber dagger
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how do i do this on URP i put the material on the left on render Objects and apply a blend on the two but i don't know how to get the colors before how can i do this ?

rapid marlin
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Not really sure if this is suited here, but im currently teaching myself about the SRP to make a custom render pipeline and for some reason when I select the camera in my editor my scene view goes black, anyone know why this is?

earnest relic
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currently working on camera stacking in URP. I have a global volume set to postprocessinglayer1, with my main camera taking that for the environment. But my stacked camera (overlay) I want to take a separate profile, i made a second global volume and put it on a different layer, but I seem to only get the main camera being effected by both global volumes, and the overlay camera doesn't get any effect. Is there an issue with overlay cameras and rendering or is there a specific process to do it? I haven't had much luck with googling 2nd edit: hmm nope, still seems to not be doing any effects on the stacked camera, just the base

earnest relic
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thanks for reaching out. So I have a camera stack, my main camera as base, with a second camera as the stack. I am rendering everything on main, but using the second camera to render the the player layer. This is because I am using a global volume for post processing with a set of effects for the background elements, but I want to use a second set of different effects for the character camera.

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thats my first global volume,

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this is my second. I've split the layers, and set each camera to mask only the single layer for post processing volumes

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but it seems that my stacked camera doesn't like it, only the base camera will identify a post processing volume.

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sorry that's just a test effect

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potentially, but the unity video for camera stacking said that you can have multiple profiles for different cameras, but it doesn't show/explain how

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yes, the tutorial is for using the camera stacking feature

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1:33 "camera stacking also allows you to stack different cameras with individual post processing volumes"

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and in that video the stacked camera is the one that reads the pp effect, but I can't seem to replicate that in mine, only the base reads it.

placid laurel
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For some reason, My layers don’t show up in the light or shadow sorting layers (2D)

frigid parcel
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can you detect if opaque texture is on in shadergraph

hard fable
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Anyone knows how can I use shadow blob on urp? I tried multiple methods but none of them seem to work :(