#archived-urp
1 messages · Page 32 of 1
ohh, ok I'll see what I can do, thanks
hey, does anyone knows how to simulate a flash bang ?? .. like how to make the camera go all the way white or dark ?
maybe have a white image covering the whole UI and then activate it when the player is flashed
you can make it gradually decrease by changing the alpha values too
if you are inspired by csgo it also takes a screenshot of what you see right before getting flashed
and you kind of see that image as the flash effect fades away so dont forget about that
im making a custom skybox shader
and i cant find a guide on adding the sun and matching its rotation with the directional light
if anybody's got a good tutorial send it over pls :3
what do a flashbang do to a camera ?
if you are talking about making it realistic when recording it with a camera there are youtube videos of flashbangs going off
the camera doesnt go fully white at all
it just sounds like its super loud
you are right , thanks 🙂
hey, I've added a volume to the camera but looks like it doesnt have any effect on the camera
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 ?
the volume component is on the camera gameobject
Here is a video, the Volume was on the same camera, it does effect the entire scene but doesnt effect the camera, WHY ???
Is "Post Processing" option ticked on Camera component?
no it wasnt, that was it ?
I think it was, thank you so much @dry willow
@frail tartan most common reason for that would be that something your RF needs is getting stripped from build
I mean shader variants now
Hey y'all, I'm getting a new rig cause my old busted, I was wondering if it could render in 4k
The specs are rtx 3060ti, Ryzen 7 5800x, 32 gb ram
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
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
@young escarp am I saying sth stupid? Or totally obvious? Cause I have no idea on tech stuff
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.
u are asking in the wrong chat, that is all
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.
ah sorry about that, where would be the correct place to ask?
#💻┃unity-talk maybe
Hi everyone
is there a way to profile GPU on Mac?
I keep getting that GPU profiling is not available on Metal error /
also not sure if this is the best place to ask
we don't have a optimization channel
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.
we do have some bright lights hitting our target so that some bits will bloom
but the result we're seeing feels more like a NaN type issue, i think?
there's something else going on, because this only affects some devices
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).
Hello, how to make beautiful lightning and colors in unity? Any links? Thanks a lot. Something Like this
or like this.. for a indie game (or hypercasual)
Any good shader? or tips? I suck at choosing beautiful colors and lightning. thanks
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?
The skybox gives most the effect
https://youtu.be/f6zUot73-gg this is about how to technically achieve that
The choice of colors is up to the artistic eye, of course
Once you learn to spot individual components of the lighting it becomes easier to reference lighting styles from existing games and art
Would anyone know why i'm unable to set a camera to overlay? The option is greyed out
Thank you for your answers!
iirc this happens if there is only one camera, or if you're using deferred rendering as that doesn't support overlays
Though it might've been possible to stack Forward overlay cameras on a Deferred base camera
ah yeah that'd makes sense, i'm using deferred to have to freedom to use more than 8 lights on the same object
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
Yep, worked like a charm @marble vigil Much appreciated <3
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?
Pink Material means its missing a working shader.
Possibly its because this shader is not made for URP.
You can fix those Materials by selecting them and Edit > Rendering > Materials > Convert
when I make a material have the URP Lit Shader, it just turns pink? anyone know a fix?
Are you using the URP pipeline? What does it show when you go to the graphics section for the project settings?
That means you have to put urp asset in that slot. Google how to configure urp
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?
Why destroy the camera?
because I only need it during the "baking" process, to render a single frame
What's the harm in keeping it disabled
Would be pretty odd to have like 1 camera per light just sitting there in the scene
also if I just disable it it doesn't render to the rendertexture despite calling render() on it
I'd look into copying the RenderTexture into a Texture2D asset to decouple it from the camera
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
Perhaps you could disable the camera component after rendering, and destroy it on the next frame?
Hey I encounter a special case with shader graph is it ok if I can post a video showing the problem(no audio)
@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
ie the context of the operation changing while it's running
yes
Currently I wrote a script that would highlight the vertices into a triangle to get the position of my mesh
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
My question is does unity render mesh differently using shader graph?
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
is there a way to fix that?
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
also this is grayed out
i followed tutorials on setup not sure what im doing wrong
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
Hi guys, i have this screen in "Scene" view in URP template project. Does anyone know how to fix this?
Weird. It looks like your graphics card is creating artifacts. Do you have the latest drivers installed?
Not sure, but i don't have this artifacts on 2021 Unity version(this is 2022 version)
urp changed location for material upgrade
there's a tool that does it now, maybe in window tab, forgot where exactly, it should be in urp doc for 2021
google and u should find it
"2D Renderer" isn't for 2.5D games that are meant to be seen with 3D perspective
It's meant for 2D games with 2D lighting
If you need 3D perspective and 3D lighting, you wouldn't use sprites, rather 3D geometry with ordinary lit materials
What about in the case of Don't starve? What if I wanted to do this?
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?
Usually you'd use a quad using a material with your texture, scaled to proportions
But one problem you'll face is that in 3D space those quads will be totally shadowed if the light is behind them
Don't Starve's lighting is entirely custom so it doesn't suffer from that
hmmm
i know global light illuminates everything regardless of where it is
there must be a way
what if we textured a 3D object in blender?
with the sprite
A quad is a 3D object
The problem is surface normals
If the surface is facing away from the light, directional or punctual, it won't be illuminated, at least not fully
I haven't figured out any clean way to get around that problem
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
What if I have 4-6 directional lights that ONLY apply to the ground objects like trees and the player. Remove shadows.
Have all directional lights face different angles and that could be my sun
Feel free to experiment
From the looks of it Don't Starve's lighting is purely per-vertex with brightness based on distance from the light
Are you sure that's all? In this video they have a flashlight?
I guess I can see that
It could be distance to cone or distance to mesh just as well in that situation, I suppose
You won't have the surface facing issue with any light that's closely aligned with the camera's direction, so a spot light always facing forward should work fine
In this brief video tutorial, we'll take a look at how to get 2D sprites to display shadows and receive lighting in 3D similar to the Square Enix game Octopath Traveler.
Unity Default Sprite Shader: https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Sprites-Diffuse.shader
Complete Shader: https://pastebin....
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
Depends what the issue is presently
well i want to light up the 2D sprites and not have them completely black
The character in the video is still not lit at all by the sun behind it
That may or may not be an issue
total darkness at night but lit up by sources
Make a test scenario to get an idea what the issues will be, if any
will do thanks
Very specific
So I've looked into this a lot but I can't find anyone with a similar issue
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?
Here's a video example
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
the effect is more visible if you don't full screen the video
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
I have one shader graph material that is drawn perfectly in editor or play mode, but appears pink when I build the game
both the pipeline and the shader graph are urp
any clue for what I might be doing wrong?
I identified the problem is in surface type, transparent
it works well for opaque, but not for transparent in urp
does anyone know the configuration in urp to accept that?
found the cause, I had this marked off in the renderer pipeline asset
Uff 😄
my render texture doesnt record the bloom correctly and i couldnt find a solution anywhere
Changing "Color Format" of Render Texture to R16G16B16A16_SFLOAT could help
thank you so much that worked
thats nice
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 ?
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?
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
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.
thats my first global volume,
this is my second. I've split the layers, and set each camera to mask only the single layer for post processing volumes
but it seems that my stacked camera doesn't like it, only the base camera will identify a post processing volume.
sorry that's just a test effect
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
yes, the tutorial is for using the camera stacking feature
In this video we're going to take a look at Camera Stacking with the Universal Render Pipeline, in short URP, using Unity! Using Camera Stacking you can layer game UI in Unity very quickly, and author high quality user experience.
Download the Cockpit demo, along with other URP example projects here!
https://on.unity.com/3jUFeQm
More info on...
1:33 "camera stacking also allows you to stack different cameras with individual post processing volumes"
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.
For some reason, My layers don’t show up in the light or shadow sorting layers (2D)
can you detect if opaque texture is on in shadergraph
Anyone knows how can I use shadow blob on urp? I tried multiple methods but none of them seem to work :(