#archived-urp

1 messages · Page 1 of 1 (latest)

steady vapor
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I was wondering about that since URP doesn't really let you do this afaik

civic lily
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When i want make 2D light it show Experimental

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why?????????

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2020 version

placid laurel
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Because it’s an older version

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Newer versions it’s not experimental

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It’s not gonna affect anything

civic lily
placid laurel
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It’s not going to affect anything

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Meaning nothing

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Just use them

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This isn’t an issue at all

civic lily
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so how other use 2D light?

placid laurel
civic lily
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it was released before

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URP

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i saw videos

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all use that

placid laurel
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Are you able to use lights

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Are you able to create a light object

civic lily
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No it did not work

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2D ones

placid laurel
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Why didn’t you say in the start lol

civic lily
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it wrote

placid laurel
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It’s ok

civic lily
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it is

placid laurel
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What does it say when you try to make one?

civic lily
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it is gray and its name is Freeform light 2D (Experimental)

placid laurel
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Only that light?

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Other lights are fine?

civic lily
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all

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all is wrong

placid laurel
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You’re using URP right?

civic lily
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all is locked

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yep

placid laurel
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Are you using the URP as the pipeline

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Hmm

civic lily
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i use the pipeline asset on graphic setting

warped skiff
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the pipeline asset needs 2d renderer too

placid laurel
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Yeah I feel like it’s something with the pipeline asset

civic lily
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i use that too

civic lily
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i create it for so many times

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i do it step

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by step

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bot nothing

placid laurel
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I thought you just meant it says it’s experimental, didn’t know it didn’t let you create one, so sorry for not being able to help 😬

civic lily
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np

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its a hard one

placid laurel
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Wrong emoji lol

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I can’t find the one I was looking for anymore

civic lily
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my hand clicked wrong

placid laurel
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Me to

civic lily
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it is

civic lily
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?

placid laurel
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UnityChanLoom I clicked on this one by accident

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No

civic lily
restive wharf
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Hi!
I hope this is the right place to ask about urp shadows- I've googled around for ages and tried reddit for answeres but didn't find any.
I'm doing a toon shader and I want my shadows to be sharp. As you can see they look very low res and pixelated. I played around with shadows cascade count but nothing seems to fix it.
Anyone know how to fix it?

sleek wagon
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Does URP working with Graphics.DrawMeshInstanced? Im using outline effect which works through URP render feature and all geometry drawing by DrawMeshInstanced and with this combination outline effect doesn't rendering. It works perfectly just in standard game object rendering

lament olive
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Just followed this brackey's tutorial on making a pixel art outline shader (https://www.youtube.com/watch?v=MqpyXhBIRSw) and i got it to work on the main preview, but then if i actually put it on the scene it looks like i ordered it on wish

Thanks to NVIDIA for sponsoring!
Learn more about NVIDIA Studio► https://nvda.ws/38AaA8K
Razer Blade Studio laptops► https://www.razer.com/studio

In this video we create outline effect using 2D Shader Graph!

● Learn more about 2D Shader Graph: https://youtu.be/5dzGj9k8Qy8
● 2D Glow Tutorial: https://youtu.be/WiDVoj5VQ4c

● Get Gothicvania Ch...

▶ Play video
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is this way of making the shader deprecated or something? I've copied everything from the video and checked that the material values and defaults are the exact same, but it just wont work still

marble vigil
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Shaders cannot expand the sprite beyond its mesh edges

lament olive
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nice, that fixed it

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thanks a lot!

knotty plinth
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Hey guys, what's the simplest way to make a Sprite glow in 3D unity?

weary citrus
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my friend

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do u work with unity

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like for a long time

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@knotty plinth

knotty plinth
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2D for a year and a half, just started with 3D stuff today

weary citrus
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so can u go to untiy talk pls

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and help me!

knotty plinth
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uhh sure I can try, no promises tho

weary citrus
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there

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plsss

knotty plinth
weary citrus
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it ok, ty anyway 🙂

knotty plinth
toxic forum
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@weary citrus Stop crossposting. You don't need to bother people to look at your question.

placid laurel
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Anyone know why?

bitter sentinel
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I can't find a global pipeline setting for the PP volume update mode, is it actually possible to set this in the urp settings?

warm island
bitter sentinel
warm island
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Hmm. I don't see that option on my URP test scene. Are you sure you're using URP? Check Project Settings > Graphics to see if you have a URP pipeline selected.

bitter sentinel
silent charm
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No idea why but if I hit Autogenerate for the lighting, it lights proper, then as soon as I hit play or make a build it goes dark. I kept trying, added bakery and tried with that which sort of worked but that was without real time. I did it again working together with Enlighten, it got stuck at 45% and crashed my entire PC. Waited hours just for that to happen. Tried to auto generate again while having real time on, got stuck at 45% again for 3 hours and errored out saying it couldn't perform external something something for clustering job. After giving up, in scene view the lighting looked fine enough so I made a build and here's how the lighting looks -.- Unity is ruining my game dev experience more and more. I've only had a decent time when in Built-In 2019.

This version is 2021.3.6f1 LTS with the latest URP version.

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I have no idea what else to try/do to fix this. and that's just the lighting issue. There's a few others but this one is more important.

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my PC specs are 24gb ram, RTX 2060, i7-7700k

warm island
silent charm
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I'll check real quick but it happens even when I hit play. It's almost as if hitting play or building completely undoes my lighting

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I've been trying to fix it since 2pm yesterday afternoon. it's now 4:36am XD

warm island
silent charm
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I absolutely will be doing that right after I check the settings real quick ^^

warm island
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So that looks right. It also seems you can set what quality to use on the Camera > Rendering component.

dry willow
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That's just for the Anti-aliasing

warm island
marble vigil
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(except in the case of shadow distance when baking with distance shadowmask)

warm island
marble vigil
slate falcon
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Why max shadow quality is very bad in Android build, is there any other setting.

marble vigil
slate falcon
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Ohh I see, let me build again

marble vigil
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One trick that helps in situations like this is rotating the light around its forward axis, to minimize the jaggies in particular situations

slate falcon
slate falcon
slate falcon
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I have removed everything from scene, no light no environment nothing just canvas still getting 15-20 FPS. Please help me.

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Build only working fine in editor

slate falcon
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I have created new project max fps I can get is 30 in empty scene just skybox is it correct behavior?

marble vigil
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I have no experience with optimizing for mobile but they do have various hardware limits for FPS, and vsync can halve the FPS from that if the target can't be reached

slate falcon
slate falcon
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Thank you so much

restive wharf
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Yo I think I know the answer, but it possible to have two URPs in one project?
I want to have two so I can create two different types of shadows

warped skiff
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not in the same scene I don't think

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you can make a different pipeline asset and use it in a different scene

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and I think cameras can use different renderer assets too

silent charm
restive wharf
placid laurel
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Does anyone know how to GPU instantiate grass to a dynamically changing terrain, and make the grass positions & rotations change with it?

silent charm
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Cleared the Gi cache and set the render path to forward instead of deferred and it's doing this crap again.... Stuck at 45% and the timer just keeps going up instead of actually doing the jop it's supposed to -.- Here's hoping that it actually works this time though.

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so Enlighten is broken. Turning on Auto Generate (to get this screen) with Enlighten selected causes it to do this bs. changing it to Progressive CPU i've already got more progress.

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would be cool to have that Enlighten replacement I keep hearing about XD

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wasn't it supposed to be in 2021.1? I'm in 2021.3.6f1

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now getting these errors. id 15 and 13

earnest relic
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Yeah I spent the weekend trying to attack it but no luck. Must be some shennanigans going on there. I will likely just have to try like you mentioned and approach it from the shader, maybe an overlay graphic of some sort to get the effect I want on the characters

silent charm
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i just noticed this warning. So I deleted my light settings asset and remade it and clicked auto generate but it's still showing this warning?

quartz basalt
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Help. How can I change the Base Map for my material? It is a URP material. I cant seem to change, it wont change the base map.

winged token
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whats urp

quartz basalt
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Universal Render pipeline.

placid laurel
orchid glen
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Hey we have a custom lighting pass and would love to disable the unity default shadow pass. Seems it's a lot more difficult to disable than expected. How to disable the default shadow pass? :)

severe pivot
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Guys i need help, i keep getting this message and it lags my game

UnityEngine.Experimental.Rendering.ScriptableRuntimeReflectionSystemWrapper:Internal_ScriptableRuntimeReflectionSystemWrapper_TickRealtimeProbes (bool&)```
marble vigil
simple anchor
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Hey. I'm writing a renderer feature that will render each object with it's assigned material but with a boolean value set, indicating that a different set of parameters should be used than in the main pass. In the renderer feature, how do I access the object being renderered so I can toggle the bool on it's material? Help appreciated 🙂

sand lintel
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Hello, I have an issue, when i turn on Reflection Probe Blending, it turns some of my shaders full pink

latent palm
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Hey people. I am using an asset called Highlight Plus but it seems its render feature causes about 0.8kb allocation per camera per frame which Yikes I don't think is sustainable. Anybody know this asset and how to optimize it a bit?

Edit: Nevermind. The devs have reached out to me with a fixed version and its now at 0 bytes in build.

simple anchor
tame fern
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I need a little help with something
I am using an interaction script that was working perfectly well and had 0 problems I decided to upgrade my project to universal render pipeline and it no longer even casts a ray cast or at least I don't think it does, I'm really confused and I've been completely stumped for like a week

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(interacting script)

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class InteractableScript : MonoBehaviour
{
public UnityEvent onInteract;
public int ID;
public Sprite interactIcon;
public Vector2 IconSize;

// Start is called before the first frame update
void Start()
{
    ID = Random.Range(0, 999999);
}

// Update is called once per frame
void Update()
{

}

}

the interactable script is shorter

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(this one here)

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i got it from this tutorial

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im only a year into games design / coding so please bare with my little knowlage

sleek cypress
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Just a quick question if anyone can answer this. I want to render specific objects at a lower resolution (as in, pixelate part of a 3d scene)
My idea was to use the built in Render Objects feature, since that does most of what i need.
Is it possible to downsample the output of this before drawing it to the screen?

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or will i essentially have to recreate it from scratch?

scarlet lava
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hey, is it possible to create something like light saber sword using urp ?
it looks a bit more like a volumetric light beam

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any useful tutorial?

soft lion
cedar sleet
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I copied some UI from my old Built In renderer game to my new URP game.
The images/ui are so faded compared to the images/ui in the first built in game, is this because of URP? The colours are the exact same.

soft lion
warm island
scarlet lava
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another thing, i have done exactly the same thing but it look different !

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that is from the tutorial

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my screen shot is as the following :

soft lion
scarlet lava
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i'm trying to do the glow effect .. it doesnt look like it's glowing at all , it look like orange box to me

soft lion
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Maybe show a screenshot of what you mean

scarlet lava
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now its just red

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no glowing effect

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it should look something like that

soft lion
# scarlet lava now its just red

Fresnel doesnt really work well for flat shaded objects but it seems you dont have bloom effect/hdr enabled. Take a look at bloom post processing effect

soft lion
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On google for sure

scarlet lava
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im new to shader and everything

soft lion
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I dont bother trying to teach something that id need to google every step myself if you can just google it yourself

scarlet lava
soft lion
# scarlet lava

So did you find the place to add effects? Pp is bit different on birp and urp

scarlet lava
soft lion
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Start by checking if theres Volume/Global Volume/smth like that in the scene, if not, add new volume. You should be able to add new profile from the Volume component if one doesnt exist already

scarlet lava
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not sure how to activate it

cedar sleet
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I never put any post processing on either of them.

soft lion
scarlet lava
soft lion
scarlet lava
soft lion
earnest relic
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So has anyone worked with multiple renderers in URP? I have two Renderer assets listed in my URPAsset, but no matter which one I select with my camera, only the default one renders

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I'm trying to do a minimap and I have to do a replacement material because some of my materials don't work well in orthographic mode

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But obviously I need my game camera to render normally

sleek cypress
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cant you use the overlay camera system for that?

earnest relic
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I'm rendering to a render texture once at the beginning of the game so I can use it in the UI

sleek cypress
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right, no idea then

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im struggling to even add a simple pass lol

earnest relic
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I figured it out. It was working properly in the RT but the preview in the Scene view was using the default renderer. That was a pain to figure out.

shy nexus
cedar sleet
soft lion
cedar sleet
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It wouldn't be that faded

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I also removed the skybox and it was still like that so I don't think its the background

soft lion
cedar sleet
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I can't it getting looking similar when increasing the alpha..

scarlet lava
soft lion
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You have to tweak your bloom settings and the shader properties (i believe theres hdr color you can use to add more emission)

warm island
# scarlet lava

Have you adjusted the emission on the material of the object that you want to glow, like this:

desert meteor
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this server has very poor help channel management

well anyway

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how the hell does it do that

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why is there 42.3 mil tris in a scene like this

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enemies each have this amount of tris

scarlet lava
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this is just a basic test model (forget about the handle) .... that thing turns DARK for no reason at all

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the sword is not a mesh, its a thick line

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even after all the efforts, it doesn't look at all anything like the one inn the tutorial

warm island
scarlet lava
# warm island I'm not sure what tutorial you're following so can't comment on why it isn't wor...

sorry i thought i shared it earlier. https://youtu.be/ozByDujKyDc?t=321

A Lighsaber modelled in Blender and brought to life in Unity. Using Shader Graph I was able to create a nice looking blade glow effect. I procedurally generated a trail mesh and applied another Shader Graph created material to it which produced a nice looking overall effect.

Find the source code on Github, the link is below!

Git: https://githu...

▶ Play video
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I'll try to add emission.

warm island
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Can you show us your whole shader graph too please.

scarlet lava
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same as he did it on the video

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based on his video, his boom is 1 and threshold is also 1

warm island
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I can't read the text on the image, but I assume you've plugged the nodes into the Emission channel? And you did create an Lit or Unlit shader?

scarlet lava
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yes

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frens + color > multiplier > emission .. that is all

sleek cypress
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Does anyone know of any good ressources on learning how to code my own passes?
Specifically i want to render objects at a different stage of the pipeline than they would usually be rendered at, if that helps.

warm island
scarlet lava
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without camera , none of those effects are visable, even without playmode.

sleek cypress
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its always the stupidest mistakes lol

toxic forum
sleek cypress
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Well URP is a pretty broad topic that has a lot of overlap with other channels that already exist, so splitting it into multiple channels in their own category would be good. I suppose SRP wouldnt even be included in that, but theres no separate channel for that at all right now.

civic lily
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HI

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i ant use 2D light is urp

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they are gray

warm island
civic lily
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when i want to create a 2D light

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The button is gray and it is like this

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it is gray and its name is Freeform light 2D (Experimental)

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all the lights

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@warm island

warm island
civic lily
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But thanks

desert meteor
# toxic forum Curious what you mean by help channel management and how you would improve it

a good example is the brackeys server. One category called "Development & Help", all major things get their own channel like seen in the screenshot. The main thing here is the #unity channel since a lot of things that people need help with dont fit into the categories presented in this server, as well as there is so many smaller, very specific channels that may not even get that much traction (more channel = less help since people who want to help wont visit all of them at the same time). And in the scenario of someone's problem not fitting into any of the categories they can also go to #other. Oh and brackeys aint perfect either, i think #code_optimization should be just #optimization because there is many instances where people need to optimize their whole projects not just code.

dry willow
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While there are quite a few channels in this server, I think it's necessary to find people with those specialisations to be able to answer questions. Otherwise questions quickly get buried too.

toxic forum
desert meteor
desert meteor
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whcih side you on if even in this channel management you still dont get an answer

mystic delta
desert meteor
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discord paradox

delicate berry
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Is anyone using scriptable renderer features here ?

warped skiff
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Doubt it
Theyre hard to work with

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Most people just use the blit and object render feature provided by unity

delicate berry
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Damn! How do we make image effects in URP then? Worst part, ppl working at unity don’t even reply on the forums

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Render objects is experimental. Also some passes that unity provides don’t work or I don’t know how to make them work… so URP cannot be modified much!

sleek cypress
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It can, but nobody knows how to do it lol

dry willow
sleek cypress
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The render objects feature actually just grabs a bunch of values to input into the renderObjectsPass i know that much.

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but i have no idea if and how that pass can be modified

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because if you can do that you can pretty much do anything.

sleek cypress
rapid marlin
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Can anybody help me out with this https://stackoverflow.com/questions/73140812/unity-3d-pixelate-individual-3d-objects-but-retain-resolution-over-distance

Essentially I am trying to render some 3D objects in my scene as pixelated, however I want to retain their resolution over distance, but I am unsure of how to accomplish this as most pixelate methods involve taking a render texture, downscaling and using that which has the problem of far objects consisting of less pixels than close objects.

sleek cypress
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ive been doing something similar actually, by applying a pixelation shader through a blit.

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theoretically you can dynamically scale that as distance increases, though it works better with an orthographic view.

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(in which case its actually size thats increasing, not distance)

rapid marlin
sleek cypress
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yes it would

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you can render them on different layers

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thats what im doing

rapid marlin
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won't i be restricted by unity's max layer count then?

sleek cypress
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i suppose so but i dont think theres a way around that.

rapid marlin
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rip

sleek cypress
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what do you need 25 different resolutions for anyway?

sleek cypress
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otherwise the only solution i can think of is recreating the render objects feature, but adding a filter that scales them down, while taking the depth value into account.

rapid marlin
sleek cypress
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Ive been doing the same thing, but no luck so far.
If you find anything let me know.

rapid marlin
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aight 👍

sleek cypress
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are you still on the older version by the way, or did you get the feature youve shown to work in 2021.3?

rapid marlin
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I got it working in 2021 (LTS)

rapid marlin
sleek cypress
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right thats what i needed, the changed handle.

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this works a lot better than what i did...all that workaround cause i couldnt find what they changed the reference to

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also because im blind and cant see the issue page i suppose

rapid marlin
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tbf I was the one to reply to the issue page like yesterday lmao

sleek cypress
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well i started looking for it 2 days ago lol

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out of interest where did you look up what they changed the reference to? some changelog i suppose?

rapid marlin
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I didnt look it up, I just found it by accident on the frame debugger

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so for future reference, when unity updates and inevitably changes its name again, just check there

sleek cypress
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right, didnt even think to look there

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im quite new to all of this

rapid marlin
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dw so am I lmao, im in the exact same boat, starting looking at this 2 days ago

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hence the issue reply also being like a couple days ago

sleek cypress
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this isnt by any chance because youtube recommended you t3ssel8r videos, right?

rapid marlin
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yup

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u know it

sleek cypress
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guess youtube went on one of their "we must recommend this to everyone" sprees again

rapid marlin
#

indeed

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since we are using URP some of the stuff is irrelevant, but the shader stuff and render feature passes is useful to know

sleek cypress
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yeah im gonna do that on the weekend, i think

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now ill work on adding a normals pass to the sobel filter

rapid marlin
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aight, good luck haha

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you probably should also look into toon lighting

sleek cypress
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well ive already got the texture so i really just need to copy paste it with different references lol

rapid marlin
sleek cypress
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yeah ive found that one too, just wanted to get the pixel effect working first

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because with shaders i at least have some idea of what i need to do.

rapid marlin
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lol, doing better than me, i got no clue

final parcel
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Anyone find a fix for the issue when building URP iOS with cloud build, some of the shaders get lost?

final parcel
#

Finally got it working. Height maps. Apparently it didn't like the height maps on the materials. Deleted the height maps, and I was all set.

river valley
rapid marlin
rapid marlin
ocean wasp
#

anyone knows how to change the camera background color in URP ?

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first time using it

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so its hard to figure out

ocean wasp
#

ahh

ocean hinge
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Cant be easier 😄

ocean wasp
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mine was selected as skybox.

ocean hinge
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^^

ocean wasp
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didnt know it happens in 2d

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either way

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thanks a lot! i feel stupid now xD

ocean hinge
ocean wasp
#

looks much better now :D

ocean hinge
ocean wasp
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thanks :D really appreaciate it

hard fable
shy nexus
#

How would I be able to access the alpha value through script?

stable geyser
#

can help me search "that model (.pmx) replace to my char in my unity game" in yt and others?

marble vigil
#

In any case you'd call it on the material, not the shader

mystic delta
#

@stable geyser Don't cross-post or spam really, what that question is even mean?

copper pilot
#

I'm guessing that they are trying to hack a game made in unity, probably genshin impact.

sleek cypress
#

this is a problem solved by 5 minutes of googling

scarlet lava
#

hey how to set up Visual Effect graph with URP ???

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I tried to install the package, create one by right click >> create >> Visual Effect>>Visual Effect graph but it was empty ...nothing coming out of it like every tutorial I saw over the internet

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even the standared templates are invisable !

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do I need to do something for it to work on URP ??

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i'm also using android

marble vigil
#

@scarlet lava Crossposting all over will not do you any favors

scarlet lava
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maybe that is why i got no response.

slim viper
#

Would anyone here know why changing the layer of a 3d object might make it invisible, but not the shadow it casts?

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I found the reason why

lime moth
#

is it possible to gpu instance a mesh with multiple materials?

slim viper
lime moth
#

I want to spawn many bullets casings using gpu instancing

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my bullet case mesh uses different material for the case itself and the primer

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however Graphics.DrawMesh() takes only one Material argument

slim viper
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If the meshes you generate have consistent geometry. Do you think it is possible to make a single material with the effect you're looking for?

lime moth
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however I would like to know if I can

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use multiple materials

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I dont care about working efficiently now, the project is just for fun

hard fable
#

Anyone knows how can I achieve a spa/sphere map shine on urp?

warm island
hard fable
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Like this

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It gives a shiny look to the mesh

copper pilot
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Alternatively, you can make your own cubemap-reflection shader

hard fable
#

Alright ty!

marble vigil
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@hard fable The above are two good options for shine, especially the realistic sort
This specific type is most commonly called "matcap"

warm island
#

Ah, matcap. I saw something about this on the Unity Tips thread.
#archived-unitytips message
You don't have to use Omnishade as you can create these quite easily in shadergraph.

marble vigil
proven merlin
#

Hello I just deleted a folder in my project called somehting like URP settings or something, I dont know why but I thought it was junk... that basically messed up all my spritres. Is there a way to undo this?

hard fable
#

Thank you so much guys

marble vigil
soft lion
marble vigil
#

No
Lights and color space may change though

ancient shoal
#

Hi, I have a shader I'm trying to bring from a pre urp build and it gives no errors in the unity console, but it renders as pink. Is there any resources on how to debug this or things to change from pre urp to urp? I got RenderDoc working but I'm very lost on how to approach this so any guidance would be really appreciated.

marble vigil
ancient shoal
#

Oh I meant editing it by hand to fix the problems

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But I manged to get it not pink!

lime moth
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solved it by reducing to one material

#

also i dont want to allocate objets and move them around

soft lion
lime moth
#

telling game to draw a mesh every frame is simpler

soft lion
#

Oh yeah, youre drawing them via code right?

lime moth
#

because some yt tutorial said use gpu instancing for moving objects

soft lion
hardy cedar
#

What's the updated version of vertex tex cord?

#

I can't find it anywhere

delicate berry
#

I am really struggling with that question 😦

normal orbit
delicate berry
#

I am doing some shadow mapping with directional light. But seems something is off. It renders shadows till rotation is between 0-180 and after that it just doesn’t render shadows… what am I missing to add to the logic ?

coarse tangle
#

Is it possible to do a custom grab pass that happens after transparents finish rendering (rather than before, like the opaque pass)?

delicate berry
#

Or look in the packages folder in URP, there are some passes available. Idk how many of them work 🤣

dry willow
# coarse tangle Is it possible to do a custom grab pass that happens after transparents finish r...

Should be able to yes, with a blit to a custom texture ID. e.g. https://github.com/Cyanilux/URP_BlitRenderFeature
Or could look at the CopyColorPass that unity provides, it has some extra downsampling options. (May want to change the github branch to match your version) : https://github.com/Unity-Technologies/Graphics/blob/2021.2.16f1.4502/com.unity.render-pipelines.universal/Runtime/Passes/CopyColorPass.cs

One important thing is that any shaders then reading that global texture should be rendered after that. So would need to be taken out of the regular transparent queue (via the mask at the top of the Universal Renderer asset), and rendered via the RenderObjects feature.

dry willow
# delicate berry Can someone please help! https://forum.unity.com/threads/rendering-to-depth-tex...

If you still need help with this : You'd likely need to manually draw them to the depth texture.

It does kinda depend, as there are multiple ways the depth texture is generated. It can do a CopyDepthPass (where it copies from the depth buffer). Your objects should actually already appear in the texture with that. But I think some platforms don't support it. And it turns off when using MSAA. (see : https://github.com/Unity-Technologies/Graphics/blob/4ccc5351ef4d264e7cf5d4cdab0024770dbc3740/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs#L1131)

If it can't copy, then it does a prepass instead (DepthOnlyPass or DepthNormalsOnlyPass) using the default opaque layer mask (hence why your objects don't appear in it). The shader would also require DepthOnly, and/or DepthNormals passes for it to work. Ideally your shader should support both of these if it's code-written. If it's a Shader Graph, should check the generated code (I think DepthNormals only generates in Lit graphs).
(Which pass is used depends if a feature uses ConfigureInput(ScriptableRenderPassInput.Normal);, like the SSAO feature)

For clues to how they work can find these passes in : https://github.com/Unity-Technologies/Graphics/tree/2021.2.16f1.4502/com.unity.render-pipelines.universal/Runtime/Passes
May even be able to create a feature that uses those passes, as the LayerMask is a parameter of the constructor method.

placid laurel
#

hi, i have a problem, i recently converted my project from built in to urp, and im wondering how my settings should be set up for urp
some shaders are pink and i downloaded the respective urp shader, however it doesn't seem to be fixing the pink shader issues

soft lion
placid laurel
strong sable
#

Hi, I have been trying to implement shadow mask support for my toon shader in urp that it could support shadow light cookies. I tried implementing it with shader graph as well in amplify shader editor but i cannot make it work. i tried Cyanilux https://github.com/Cyanilux/URP_ShaderGraphCustomLighting custom lightning, enabling keywords and all that things but i am still not able to make it work. Maybe you have some reference that i could try to use or something. I tried looking into Unity's urp shaders code but i cannot really find it useful to me.

GitHub

Some custom lighting functions/sub-graphs for Shader Graph, Universal Render Pipeline - GitHub - Cyanilux/URP_ShaderGraphCustomLighting: Some custom lighting functions/sub-graphs for Shader Graph, ...

#

I would appreciate any info about implementing baked shadowmaps in shader graph or in amplify

#

or just where can i learn about how unity handles all this so i could implement it on my own

ocean hinge
little grail
#

Hey, I'm looking for a water asset (for URP) that is as realistic as possible, whilst still being very performant and customizable. Do you guys have any recommendations? Yesterday I found out about the KWS water system and heard some very good reviews about it, though Im asking here just to be sure there aren't better options. I have an island with sand as well as rocky beaches, together with many rivers.

#

oh and, is this the right channel to ask this?

little grail
#

I've been thinking of getting the KWS water because some people say it's better, though it's €61.64 compared to Crest's water system which is only €31.63
at the moment because of discounts. Is KWS truly much better than the Crest water system?

dry willow
# strong sable Hi, I have been trying to implement shadow mask support for my toon shader in ur...

My custom lighting functions don't support ShadowMask yet.

But from what I've seen, it should just be a Custom Function with Out = SAMPLE_SHADOWMASK(uv); (where I believe uv would be an input with the UV1 channel from the UV node, as that's usually where lightmap uvs are stored, but haven't tried it)

With that, you can then edit the GetMainLight(..) (and GetAdditionalLight(..)) functions to include that, rather than the half4(1,1,1,1) they currently use.

Also with the shadowmask / lightmap related keywords. URP/Lit uses : LIGHTMAP_SHADOW_MIXING, SHADOWS_SHADOWMASK, DIRLIGHTMAP_COMBINED, LIGHTMAP_ON, DYNAMICLIGHTMAP_ON. Not sure which ones are important

little grail
#

Hey I m looking for a water asset for

half storm
#

Bit of a rendering issue here -- Coming at you with limited knowledge about the rendering pipeline

I want my world space canvas to render over my outline and my outline to render over my water.

Water's render queue is 2501. The outline is a custom render pass, if the render pass is set to "BeforeRenderingTransparents", it'll be drawn before the water, and if it's set to "AfterRenderingTransparents", which afaik is the next render pass event, it's drawn on top of the world space UI.

I've tried creating a custom shader in shadergraph for my UI stuff but when using sprite unlit, I couldn't override the render queue, and when using regular unlit, it has no consideration for the canvas's hierarchy

#

Any pointers as to how I could solve this so that the rendering order is the water -> the outline -> the world space canvas?

cerulean viper
#

the render option under create is missing eventho i importet urp

#

@marble vigil can u help me please ?

#

i also get this error

marble vigil
marble vigil
#

@cerulean viper If you get stuck forever, you can always export all your game assets into an unitypackage and import them into a freshly created project on the correct editor version and render pipeline
Takes a bit of boring work to put everything back together but it gets the job done

#

It's what I'd do in that situation
And going forward always keep backups or have a version control system

stray scroll
#

Where can I find this setting? I can't find it anywhere.

#

this should be enabled on the settings asset

shy nexus
#

Making my first shader here, following the https://www.youtube.com/watch?v=kgXeo2SRDd4 tutorial. He's using a PBR shader graph, as I understand it, that would be the URP lit shader graph. I could be wrong. But after creating the first parameters, he's about to apply the settings to the materials Albedo, yet, I do not have it. So I guess I am using the wrong Shader, i.e. PBR is not Lit, or I am supposed to add it, but I don't think he did add it, or I am just missing something else. Ideas?

In this one we us a texture based displacement map coupled with a normal map, both made in Blender (not shown) using the ocean modifier. Really simply stuff, but amazing results. We're also using refraction but not in the same way that everyone else is using it, so that's either good or bad.

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shy nexus
stray scroll
#

I enabled it but nothing appears on my material.

#

it should look like this

glass gorge
#

that's a custom value, you have to add it yourself in the graph

regal vortex
#

I testing out making trees and leaves using transparency. Different video tutorials explains the creation in urp.
But none of them faces my problem that I have some sort of depth sorting issue on the leaves.
Is it something simple that I do wrong or is it much more complex?

#

the render-queue is just an attempt to solve this

dry willow
regal vortex
placid laurel
#

guys... i have a very bad optimised terrain

#

how do i decrease the batches-

late monolith
#

What are some differences when installing this through the package manager rather than a project template?

sand lintel
placid laurel
sand lintel
#

Ok, you should probably check for GPU instancing for your grass then, and for most of your trees and else too, it should help a lot

placid laurel
sand lintel
#

2k is still a lot for this kind of scene i think

placid laurel
#

ps. this game is meant to be for vr

#

oculus quest 2

sand lintel
#

Are they marked as static ?

placid laurel
#

yep

sand lintel
#

And is it the same prefab for each same tree ?

placid laurel
#

also, what is this?

placid laurel
sand lintel
#

I think you should uncheck "enable gpu instancing" on the material if they are marked as static

placid laurel
#

ive also turned off real time lighting

sand lintel
#

Not 100% sure about that

#

But thats a guess

placid laurel
#

i see

sand lintel
#

Marked as static = static batching (for non moving objects) and gpu instancing is better for dynamic objects i think

placid laurel
#

for trees, are they meant to be static?

sand lintel
#

Even if the leaves are animated using shader, the mesh is still static

placid laurel
#

aah makes sense

#

ill double check if all the materials have gpu instancing and stationary objects are static 🙂

#

so without the trees and everything, the batches count is 279

#

so the trees and plants are adding a very large amount of batches

sand lintel
#

Thats why it's very important to optimize them, because they are mosly made to be placed everywhere and in big amount

placid laurel
#

i see

#

i think ive done all the steps you've mentioned

#

the batches didn't seem to change as much

sand lintel
#

Mh, in game you can use the frame debuger to see why meshes dont batch with eatch other meshes,

placid laurel
#

ohhh i found one of the issues

sand lintel
#

Window > analysis > frame debuger

placid laurel
#

i had small meshes, around 200 of them and i didn't even notice

sand lintel
#

Oh ok

placid laurel
#

it has decreased to 500 now

#

nvm 702

placid laurel
#

majority of it is 'draw mesh'

#

it seems to be processing every single tree

sand lintel
#

do you have something like that writen for each tree ?

placid laurel
#

no i dont think so

sand lintel
#

On the right window you should have the "description" when you select any batch iteration on the list of the debuger

#

on "draw opaque object"

placid laurel
sand lintel
#

Btw, you have 700 batches which is ok, is it with the trees and grass enabled or not ?

placid laurel
#

i dont have grass

sand lintel
#

Ok

placid laurel
#

so i was very concerned

#

i think i may need to combine some materials

sand lintel
#

Oh really ? Never did a project on oculus so i dont really know but I did projetcs on mobile (which i think is less powerful than oculus) and we worked around 500-1000

placid laurel
sand lintel
#

Oh ok, i see

placid laurel
#

its the same process i believe-

#

i seem to have the same material many times0

placid laurel
sand lintel
#

Less is better, actually 1000 is the very maximum, but yes

placid laurel
#

i think it is a lot better than having 17k-

sand lintel
#

You can check your batches on screen by using the slider on the top of the frame debuger

#

Yes for sure x)

#

If you can do that, you should try having the same material for multiples meshes, thats saves a lot

#

Using texture atlases

placid laurel
#

ill try to learn that

#

thanks for the help :))

sand lintel
#

No problem ! You can ping me or dm if you need anything else

fair arrow
#

Hello, I have a weird problem with URP's PixelperfectCamera + Cinemachine

#

The orthographic size I set in cinemachine is not applied to the actual camera IF "crop frame" is set to "none"

#

I looked around in the source code and found this in Renderer2D.cs

#

which sets the actual camera orthographic size back to the original one (ignoring cinemachine's change)

#

Then I searched why it was only happening with crop frame set to none

#

and

#

when crop frame is set to anything else, the PixelPerfectBackgroundPass is added as a render pass

#

Interestingely, it saves the orthographic size when created

#

and restores it at the end of the pass

#

I'm pretty sure that is why I had no problem with other "crop frame" values

#

But it still leaves the problem of Renderer2D forcing the pixel perfect camera OrthographicSize

#

The pixel perfect camera doesn't touch the orthographicSize if cinemachine is used

#

So Renderer2D should maybe do the same ?

cerulean viper
#

i have this weird problm where all render settings dissapeared and urp is completely brocken

#

and im missing one of these in the project settings but i cant create one

#

because the option is missing

stray scroll
stray scroll
#

For some reason, the Strength and Depth parameters here don't affect my material at all.
only the strength between 0 and 0.001 when in the official Unity tutorial it should be between 0 and 2.
what could be going wrong here?

inland palm
#

Hey, I’m trying to figure out the new URP Rendering Layers feature in 2022.2, but aside from being able to create and rename layers under URP Global Settings (Project Settings), I have no idea how to get it to work.

Anyone with and ideas or experience with this new feature (or any Unity Devs on here)?

Thanks! 🙏🏼

spring depot
#

I need to counter rotate object space Normal Vectors to its rotation. Pictured is the look I want (done by turning the mesh inside out) but I need a way to do it without turning the mesh inside out.
whatever changes when it rotates +, I need it to do the same change but - twice as much

#

is this even physically possible? I've tried half a dozen methods and none worked

coarse tangle
snow halo
#

Hey, Im trying to use URP for some post processing, but I cant figure out how to make it work. I've installed the "Universal RP" package. Made a global volume and a volume profil. But my camera doesnt have the "post processing" option so i guess nothing happens? Do I need to set up something else?

marble vigil
regal vortex
#

I reached a point in the shader graph that every change the material preview stops updating
(change to other mesh or dragging doesnt help). Only thing that helps, is restarting the project and preview is back.
Could this be a simple setting in Unity somewhere? 2021.3.6f1

ocean hinge
mystic delta
#

@steel vine Don't cross-post, please

steel vine
#

Sorry, wasn't sure where to post this issue

#

I can delete the post in this room or the other

spring depot
#

weird question - when displaying the output of a Time node in shadergraph, my GPU starts to buzz real loud and the usage shoots way up

#

is this normal? Can I make it not simulate time in the preview?

fringe moat
#

Anyone have any ideas on why a silver metallic material in blender would be coming across as almost pure white in a URP Unity scene?

cedar sleet
#

A lot of vegetation assets on the Unity Asset Store are not compatible with URP, they all do this. Any idea how I can fix it?

ivory prism
#

uhm.. why does this happen when I enable "Alpha is transparency" on the material texture?

marble vigil
ivory prism
marble vigil
ivory prism
fast cave
#

is it normal for realtime illumination to take like 2 hours to compute?

ivory prism
#

Especially if its done on the CPU

fast cave
#

wait

#

how can you do realtime illumination on gpu

marble vigil
ivory prism
#

oh sorry

#

you said realtime

#

sometimes realtime illumination just freezes

fast cave
ivory prism
#

in my experience, it will freeze until i restart unity completely

fast cave
#

im getting scared

ivory prism
# fast cave

if the time keeps going up and doesn't progress at all its frozen and you just have to restart unity

fast cave
#

it progresses

ivory prism
fast cave
#

just very slowly

marble vigil
marble vigil
#

Not relevant to this issue but might be worth checking

ivory prism
#

I think I meant to use a different channel but I don't know which one

#

Which one do you use for built-in

marble vigil
earnest relic
copper pilot
placid laurel
marble vigil
#

HDRP can do realtime global illumination to an extent
"Enlighten precomputed" realtime global illumination was never designed to be calculated on the GPU, which is what the question is about I assum

placid laurel
#

So HDRP can do real real-time GI?

#

But I think precomputed real-time GI is way more performant and looks the same almost

warm island
marble vigil
fading galleon
#

how can i create a simple lit shader with shadergraph?

#

my world curves as the objects get further away so i cant use the default one

shy nexus
#

Hello, really new to this whole thing. I don't know what to google for to get this to work. But how can I plug the vector3 into the texture slot? I assume I need to add some step in between or something like that?

#

Also, how could I create a gaussian noise texture like this? While searching I mostly come across blur tutorials and what have you and I haven't been able to get how to convert it to a texture type thing as below:

#

Alright, I guess I solved that one

marble vigil
marble vigil
marble vigil
# shy nexus Alright, I guess I solved that one

This is extremely inefficient, and produces potentially unwanted values unless normals are what you need
You could instead use "simple noise", split it's color channels and offset them in different directions

shy nexus
shy nexus
shy nexus
#

How would I make the white slimmer? Essentially more black without decreasing the brightness of the white?

shy nexus
placid laurel
#

why pink?

#

what is it missing?

shy nexus
#

Hey, so I have this texture that I want to use as a displacement height map. Yet, I can't connect it to any node leading to the vertex position displacement, nor can I attach it directly. I've tried quite a few different things now. And this is what it currently looks like:

#

And this is the texture I want to use:

#

So how am I supposed to get this to work? 😛

shy nexus
#

Had to use Texture 2D Sampler LOD

shy nexus
#

How would I add just the white part of a black and white image onto a colored image? Like overlay and such in PS

#

Found "blend". That'll be the one

dapper dagger
shy nexus
#

The problem was that I wasn't using a texture LOD. I did try what you suggested tbh

shy nexus
#

I'm getting these pixelated tears from using transparency. What could be the reason?

elder sparrow
#

i have this odd problem where my Draw Calls, Polys and everything is Optimized

#

but my game still lags a crap ton when its built to Android (Quest 2)

soft lion
shy nexus
#

Is it possible to make Voronoi noise be tileable?

#

Or rather, how hard is to make Voronoi noise be tileable?

#

After looking at some various youtube videos regarding voronoi noise it seems to me that it is in essence based on randomness and that lining up the various sides to tile could be quite the challenge. Another question regarding this would be if there's another type of noise like voronoi that is tileable?

final crater
#

My shadows are jagged in URP, how to fix that?

shy nexus
# final crater My shadows are jagged in URP, how to fix that?

This one goes over it, and I believe it's in the section Adding Sunlight at the 3:00 minute mark https://www.youtube.com/watch?v=5dRVRyyGR4A

Learn how to light an exterior scene in Unity's Universal Render Pipeline (URP).

✅Viking Village URP
https://prf.hn/l/7aNXAQX
✅Fantasy Skybox Free
https://prf.hn/l/6bNX03A
✅Download Free HDRI
https://polyhaven.com/
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final crater
shy nexus
final crater
shy nexus
final crater
#

Oh I will, I've been trying to figure it out for almost a year and a half now

#

Only URP seems to have this problem

#

But I don't want to use the built in render pipeline

shy nexus
#

Understandable, it's quite neat what they've done with the shader graphs, especially for someone like me who's never done any shading like this. And also, most of the new assets store stuff are URP.

#

Seems to mostly affect on the edge there

#

But at the same time, my shadows have an incredibly short range... Which is what I find the most bothersome about it all

#

@final crater

shy nexus
#

Is there a threshold feature in shadergraph such as the one in photoshop?

marble vigil
marble vigil
shy nexus
final crater
final crater
shy nexus
marble vigil
#

Hard vs soft

shy nexus
#

So I am having a pretty annoying issue right now. Which is that I want to create a waterline, and I am using the settings below. Also see the picture for how the basecolor then looks like. Then after knowing how the base color of the black and white layer looks like, I wanted to apply that to a blue color. Yet, when doing that, I get the waterline but the water stays all black. I decided to try with "screen" and "linear dodge" as those exist in both photoshop and shader graph and in photoshop it simply applies the white color on top of whatever other colors are underneath it.

Sadly though, I imagine since the water material is transparent, it doesn't deliver the same type of blending result. And I also imagine that the Scene Depth measures through transparent materials but not through opaque ones so then I don't know how to create a waterline.

#

Settings to see the base color of the water line:

#

Result:

final crater
shy nexus
#

Applied to the base color:

#

Also result:

#

PS screen blend:

#

PS linear dodge (Add):

marble vigil
final crater
#

Alright thank you

marble vigil
#

You'd need a custom system which skips the texture mapping part and projects the meshes themselves as shadows like some really old games used to do

elder sparrow
shy nexus
#

To solve the bleding issue I found that the "dodge" blend works, which it didn't in an earlier attempt, guess i must've changed some related setting

elder sparrow
#

doing Mobile/Diffuse doesnt work, its just pink

shy nexus
#

Is there any way to tile this?

#

Currently:

dry willow
# shy nexus

Instead of sampling the Voronoi with UV coordinates, you could use the Position node set to World space, and Swizzle with "xz".
That won't make it "tile" exactly, but should the coordinates are then continuous so shouldn't create those seams between meshes.

shy nexus
#

Don't think I'm getting you correctly, I'm getting this 😛

dry willow
#

No, I mean use a new Position node set to World, Swizzle then put into the UV port on the Voronoi node

shy nexus
dry willow
shy nexus
#

So, I am currently using the Add node for organization purposes. Like so:

#

Isn't there an empty node type for just this purpose?

#

Lol

dry willow
shy nexus
#

right click line and add redirectxD

#

Exactly, when you ask the question, you start to think "How would I have designed it" 😛

#

But thanks 🙂

marble vigil
final crater
#

There are hard shadows in the image that are not pixelated

marble vigil
#

They're fundamentally the same shadows you've been working with all this time

final crater
#

Wdym

marble vigil
final crater
#

Yes

marble vigil
#

It explains how to tweak shadow resolution, cascades and soft shadow settings
So the same stuff we've been discussing here

final crater
#

Alright

marble vigil
#

If you tweak them right you'll have perceptually perfect shadows

#

It's a bit easier on BiRP compared to URP as URP uses cheaper shadow filtering, but the process is the same

final crater
#

Hmm, is it possible to make URP not use that cheaper shadow filtering?

marble vigil
#

Much easier to figure out the best shadow settings with the current tools you have first

shy nexus
#

Is it a bug that causes it so that I all of a sudden can't set a node to the same node?

#

Or is it some sort of thing I did?

soft lion
shy nexus
#

I only get the following options when I right-click => create node

#

Searching for subtract yields nothing etc

#

It works again now, don't know what happened there

dry willow
shy nexus
#

Hm, perhaps because I was too far away from the master node or something then :/

#

Ah well, would explain what solved as I went back to the master node and then just back again

#

Explains everything

shy nexus
#

How would I do this in shader graph?

#

Because I am doing this, and I am getting the results but they are upside down, and I am thinking this might be the reason

#

And I suppose this would be:

p.x += _Amplitude * cos(f);
p.y += _Amplitude * sin(f);

Whilst it should be:

p.x += _Amplitude * cos(f);
p.y = _Amplitude * sin(f);
#

I might just be thinking wrong about this, but if this is the cause, do help out if you know how to 🙂

#

Actually... Seems I've done an add where it should be a subtract

#

Alright, it works now...

vagrant pewter
#

how do I upgrade custom materials to urp?
I downloaded a tree asset from the asset store in my urp project and all the trees are pink

marble vigil
vagrant pewter
marble vigil
# vagrant pewter how can I swap the shaders?

material assets have a "shader" at the top
You can use the meshes if you replace the shaders with URP's shaders
This can be done automatically if the shaders are not custom
But if they are custom as well, you won't be able to convert them
You can only hope that swapping to a similar URP shader is good enough

vagrant pewter
#

ok i will try it

#

well it changed color a couple of times but none of them worked

left ridge
#

So, I have a global light 2d and a point light 2d, how would I make the point light appear over the global light, because I can't see the point light right now

shy nexus
#

Hello, so I want to tile some planes that I am displacing. Which normally does go well enough. But now it doesn't go well. And I don't know how to correct it. When I use the Position "Object" node, then the tiles line up properly, next to eachother. Albeit they don't actually sync up their meshes during displacement. However, when using the Position "World" node, the tiles decide to separate completely... Any idea of how to tile these planes up?

#

Position "Object"

#

Position "World"

#

It's doing it in this specific way:

pastel vector
#

Is there a way to use auto exposure with URP? i kinda need it

solemn zodiac
shy nexus
shy nexus
shy nexus
#

Is there any reason I can't connect the same vector3 node to the Vertex Normal and the Normal (Tangent Space) ?

#

I don't get it, seems so weird, no?

#

This happens to a lot of nodes as well

dry willow
# shy nexus This happens to a lot of nodes as well

Sometimes nodes can get locked to a specific stage when connected. It's kinda annoying but I think you can connect to the vertex stage first, then connect to fragment. But don't think it works the other way around.

That's also assuming there's no nodes in the chain which can't be connected to the vertex stage - like Sample Texture 2D. (Would have to use the LOD version instead). There's also a bunch of other nodes that are fragment-only, I've got a few listed here : https://www.cyanilux.com/tutorials/intro-to-shader-graph/#fragment-only-nodes

final parcel
#

I have an FBX with embedded materials. No lighting in scene except for skybox. Lighting is baked. The shine on these metal railings is too high. Is there a lighting setting I can change? Or do I need to extract my materials and make changes to the materials?

final parcel
#

just noticed the sample scene came with global volume with bloom already in it 🤦‍♂️

wary nacelle
#

it still is a bit strong

#

the default bloom shouldn't go crazy like that for a scene

final parcel
#

its a VR project, so I just deleted the global volume gameobject that came in the scene

shy nexus
#

This is the normal size of my plane:

#

This is the size of my plane after applying my shader:

#

And in order to get it back to it's normal size I do:

#

multiplied by 1E-5

#

Doing this makes so many things work unexpectedly though... And I can't just change the scaling because then the tiling gets all wrong. Is there really no way to just scale it back normally from from the shader?

shy nexus
#

Lol, I can't believe I didn't realize I can just change the tiling grid -.-'

jagged valve
#

So, I have a little bit of an issue right now

#

I'm trying to find the difference between two shades of the same colour, so that I can then take another colour and amplify it by the same amount of get a shade of that new color

#

Let's take Weedle for example

#

I want to be able to make the nose green

#

This was edited with a tool, but I want to calculate the difference between the shades of red on it's nose and then apply them to the base green to create the different shades

dry willow
# jagged valve I'm trying to find the difference between two shades of the same colour, so that...

If this is for Shader Graph can probably use the Saturation node for this (or Colorspace Conversion to HSV, which you could use to hue-shift too)

If it's for shader code, there's some snippets on the node library pages which might help still.
https://docs.unity3d.com/Packages/com.unity.shadergraph@12.0/manual/Saturation-Node.html
https://docs.unity3d.com/Packages/com.unity.shadergraph@12.0/manual/Colorspace-Conversion-Node.html

jagged valve
#

I'll give the Saturation Node a look

#

It's in Shader Graph, and I've caculated all the differences in the colours by Dividing the Shade by the Base colour; although I'm having limited success then multiplying Green for example by the returned value

jagged valve
pure hedge
#

heya, was wondering how i could perhaps reverse the spherize on my shader graph that i have now so it goes from:

#

to something like this, dont mind the poor photoshop

#

not that great at using shaders as im new to it, but any ideas would be nice

flint blaze
#

probably a very unusual problem with lights:

  • I have a transparent glass material.
  • when light hits it, the player sees a spec / light reflected on the glass.

Problem: the player does not see the reflected light on the other side of the glass,
from the light on the other side.

Probably because the material on the other side is invisible, since the normals point away from the player?

flint blaze
#

good point -_-'

fading dirge
#

Hello ! Any Idea why my texture suits perfectly in blender but does this in Unity ?

#

Unity vs Blender

#

Now my tree looks like a cow

mystic delta
#

It's likely you're not viewing actual textured result in Blender. Make sure you are viewing it using that material render mode.

fading dirge
#

I only have one material

mystic delta
#

Can open UV editor there as well and look where are the actual faces on the texture map

fading dirge
#

In the UV Editor it suits perfectly too

mystic delta
#

Blender has several workflows for materials

#

Make sure everything is applied and correct material exported

fading dirge
#

But I only have one material

#

How could it not be exported

mystic delta
#

I would find a tutorial to follow and try to spot which part you are doing differently so that your UV are not exported with correct material

fading dirge
#

I've watched every single tutorial about it, not even joking

#

Maybe 10 of them

#

And I just do the exact same thing

mystic delta
#

One mistake is all it takes. Blender has different workflow for painting textures and you need to make sure you are exporting correct one.

#

or it was applied correctly anyway

#

Create a project with simple primitive shape and experiment with it

#

Also if you are using Blender's node created material it might be ignored completely on import

ocean hinge
# fading dirge

Simple question but maybe it helps. Do you have an Offset / Tiling in your Unity Material? ^^

fading dirge
#

No, it's all set to 1/1 and 0/0

#

Am I supposed to change that ?

#

I really don't get it

#

Ok It worked

#

I just had to click this

mystic delta
fading dirge
mystic delta
#

Find proper workflow with that, then look what's different in the current one

fading dirge
#

I Actually just needed to click the "Swap UV's"

#

Can anyone tell me why ?

#

Thank you for your help anyway though

mystic delta
#

Your UVs were assigned on a different channel somehow. Usually default import settings are fine (usually)

fading dirge
#

Ok thank you

shy nexus
#

Can I measure the distance of a vertex to another vertex on a different object?

I.e. Measure the distance from the ocean plane to the terrain plane to affect the height of the waves. (Or any other way to do this)

shrewd turret
#

how expensive is setting the bloom on all materials to some dim virtually invisible color? I'm using material property blocks to turn on and off emission at runtime by setting the emission color, I wonder if I should be using a second material for this, and resetting the shared material to the material copy with bloom enabled

indigo dirge
#

I need help,
Assets\PipelineSettings.cs(62,9): error CS0200: Property or indexer 'UniversalRenderPipelineAsset.supportsSoftShadows' cannot be assigned to -- it is read only
but its a public bool xD : public bool supportsSoftShadows
Thanks infront

normal tundra
#

Does anyone know if there's a way to have different Render Scale settings per Camera in URP?

marble vigil
wooden nest
#

Hey I'm using a render texture in my UI to force a 4:3 aspect ratio with a base cam/overlay cam rendering on to it. It works fine when the game view is set to 4:3, but when set to anything wider than that the overlay camera's visuals get stretched wide while the base cam appears to remain shaped correctly. How can I keep the overlay camera from stretching?

#

Oh nvm lol I figured it out. I had my overlay camera overlayed on the 4:3 game camera AND my display shaped background camera which stretched it out.

indigo dirge
#

Hey I found a bug in the URP Render Asset
You cant change -> public bool supportSoftShadows
I dont know why this is but it should be fixed... It says it isnt public when you change it via code.

old shore
#

Hey I am looking for some resources (tutorials, articles, etc.) about implementing volumetric clouds in urp. I've searched the internet, and everything I find seems either not actually it, fot hdrp or saying "just do a raymarcher - basic stuff". So if anyone knows any good resources, please ping me. Thanks!

unborn sage
#

how do I make my speedtrees become urp shader with still having wind??

heady jewel
#

can somebody please tell me why my emissive material isn't working?
and to avoid a waste of time, my camera has pp enabled and it wouldn't affect the scene view anyways

#

also, it looks to me like it's post processing in general because other effects aren't working either

#

ok so turns out you are not allowed to change global volume's profile from default, nicely done devs

heady jewel
#

great now I am getting this 0_o

#

if you have a solution please @ me and I'll reply as soon as I can

#

so turns out just restarting unity worked, great!

reef steeple
#

Possibly silly question: But how do I enable the ShadowMask 😊 ?

#

I'm guessing it's just not supported on the version I'm on...

dry willow
reef steeple
#

This bit of code works in 2020, but in 2019 I get this:

float2 uv = Uv  * unity_LightmapST.xy + unity_LightmapST.zw;
Out = SAMPLE_TEXTURE2D_ARRAY(unity_Lightmap, samplerunity_Lightmap, uv, 0);
#

Gargh, figured it out. It was just in the alpha channel instead of rgb.

shell mantle
#

trying to make a 2D sprite light up with 3D lighting
would putting it on a quad in blender do the trick?

#

for context. trying to make a game like dont starve

reef steeple
#

How can I reduce the radius of baked lightmapped GI in UWP? (I want a faster falloff, but I don't want to reduce exposure)

fading plaza
#

Been redirected here from #💻┃code-beginner -so I'm following a tutorial. I'm not like exactly sure what URP does exactly. I guess it has to do with like all the graphics and stuff.

Now, which is the Pipeline Asset (Forward Renderer)? And what is the difference in the 2D and universal one? Thanks in advance

marble vigil
heady jewel
#

I sent 2 or 3 more messages explaining why after that and it is really dumb

delicate fern
#

Does anyone know how to use Post processing on specific layers in URP? Like I want to exclude certain objects from post processing on a single layer. I know how to do it in built in pipeline but I can't get it to work in URP

#

I want the change the color of my background / depth of field effect multiple times

#

so I have all my bg in a specific layer, and I want to change the color of every object on that layer

#

It's a combo effect, changing the base color of 100 different materials just for a few seconds is very performance heavy

#

Is there actually no way to just make post processing affect a single layer? I understand everything has a work around but I have so many effects I want to stack and everything would just be more straightforward if I could use pp on a layer

#

Wouldn't be able to smoothly lerp to different colors if I use material variants

#

There are multiple videos on yt which describe excluding layers from post processing, the only issue is they're all not for urp

#

I thought it was a simple solution considering it how easy it is to do in built in pipeline

#

😢

tidal atlas
#

I have an issue. In both scene and game view, the light is now being rendering right. I am not using custom shaders or anything

#

Here is a photo from a certain distance ingame, where i cant see the light

#

but when i get closer

#

i start to see it but still not correctly

#

The scene has only the house it self, with a cube as the ceiling and a directional light

balmy sail
#

The tree Tree must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.

i tried to place trees using the terrain tree feature but it gave me this warning and i cant place my trees

i tried using the shader its saying but it dosent work in URP
how do i fix this?

cobalt flax
#

I just have a really dumb question that I hope someone can help me with. Wanting to generate a smoothness map from a blender model to bring into Unity (roughness vs smoothness yes, not worried about that atm). I thought getting the map into the transparency of a png would work, but apparently that is not the same thig as an alpha channel? Can someone help me understand if I'm doing something wrong or if there is a different file type for map I should be using? Working with the following material area specifically:

#

All I seem to be able to do is just apply it as a specular map, smoothness not being affected

brisk forum
#

Hm so I'm using a stacked camera but the scene view is now basically useless because it doesn't have camera stacking...

#

anyone have any idea how to fix this?

#

like ideally I'd just use something identical to the in-game camera but I can't figure out how to set something like that up...

ripe fjord
#

Hello! Does having a lit URP shader set to opaque surface type prevent a transparent material?

#

NVM

inland bolt
#

Hey fellas, i just started using URP and i think i got it mostly working, but i downloaded a stylized translucent crytal pack and the shaders on there are pink. I tried upgrading project materials to urp materials but im also kinda scared ill break it. Does anyone have any ideas on how to to fix it?

edit: it says failed to compile. can you have scripts on these?

clear sentinel
#

or make new materials for the crystals with URP shaders

inland bolt
#

nvm

clear sentinel
warped dove
#

how do i create a tree in urp? even assets will do, but is it possible

grand zodiac
#

hi, im having a similar issue here. Our game runs URP 2D (12) and I've tried several methods to correctly put a blurred foreground and background in the game. Literally tried for over a year now without success. I'm not experienced enough in this rendering stuff.

it uses like yours, several layers. we call the play area "mainground", and everything else is background, far background, and we have a foreground too etc.

currently im doing camera stacking, where each camera renders one layer each. I place a DoF volume on each of the background layers, getting my desired effect, but i cannot put it on the front camera. this is because the post processing volume is applied to the whole camera image, so it blurs everything, even whats behind.
ive looked for EVER for a solution to fix this, but I still have nothing. Does anyone please have any ideas?

So on this image i post here you can see how the rear layers are blurred

#

and here's the same thing when I apply a blur to ONLY the foreground camera, the mainground also blurs out. The post processing image is not aware of any alpha, basically drawing the whole image white, so blur appears everywhere.

#

tl;dr
I only want to blur the foreground and background, like any traditional 2D game. But the limitations of the post processing doesn't allow me, and I'm not skilled enough to figure out a method to do it. I've tried making my own shader too that offsets images, but it looks terrible sadly.

#

funny thing with the blur being like that, drawing on the whole camera view, is that it "stacks" the blur effect on background, far background and absoltue background. Which is nice, making the distant more blurred. But the lack of foreground kills the look I want.

zinc adder
#

is this car paint shader looks ok or does it need something?

#

matte paint

#

can't do glossy

copper pilot
copper pilot
#

Unless you maybe pass in a custom depth texture based on your 2d data

whole hatch
#

I am making a game with URP but when I build the game it just gives a black screen, whats going on?

grand zodiac
#

theres no "cutout" through the alpha map of the image effect render pass

#

this is my issue. i'd like to find a solution to this

#

but yeah depth map is irrelevant really. it all comes down to the problem that the image effect pass doesn't have alpha. if you have any ideas how to override that or any other idea that can achieve the result, any tips are welcome :)

copper pilot
proper temple
#

Could anyone help me figure out why Progressive lightmapping generates these artefacts?

proper temple
#

@marble vigil Thanks I already knew about all this but your link was still extremely useful, as soon as I read normals I realized the shelves you see in the pictures had the normals inverted 😂 Now its all nicely lightened up

#

Btw i'll take the opportunity to ask another thing, I'm using a specular workflow and even if i have a spec/smooth map i still get the slider for smoothness, is this intended behaviour?

marble vigil
#

So go with value of 1 if you want to give the map full effect

proper temple
#

amazing thanks

#

I recall seeing in some old documentation about maps that it was supposed to go away so thats why i got confused

tawny sequoia
#

Any ideas how to fix the bounds ?
[ switching the check box during play mode : ]

#

when there is no "Update when offscreen" the bounds will be wrong and it will cull the gameobject in odd cmaera angles

#

if there is "Update when offsecreen" then the skinned mesh renderer will not receive any lightning data

marble vigil
tawny sequoia
marble vigil
sterile compass
#

Hi, I've just switched to URP, and suddenly the leaves on my trees are noisy if viewed from far away, like there is close to zero anti-aliasing.
Here are the differences. I think SMAA is similar to No AA, and FXAA looks blurry as hell 😄
While before URP they looked much less noisy.
Is there some setting missing? Did I misconfigured something? How could I improve it?
Thanks in advance! 🙂

indigo moon
#

Hey ! Anyone know why I have so many depth related textures in my URP scene ? Is this related to postprocess? Depth texture is disabled in the URP asset. Thank you

marble vigil
#

@sterile compass Do your leaf textures have mipmaps enabled in import settings?

sterile compass
#

@marble vigil Yes:

soft lion
soft lion
sterile compass
#

Hmm, maybe MSAA, I'm not sure. How can I find it in URP?

soft lion
#

From urp asset i believe

sterile compass
#

Oh, yeah, found it, it's on with 8x.

#

I set the texture import to Trillinear, maybe it's better, I can't really say

soft lion
#

If so, msaa isnt working

sterile compass
#

Thanks, it is working. I guess it was trillinear filtering, I think it improved the quality 🙂

zenith copper
#

anyone know why my objects go grey when I zoom out?

dry willow
# zenith copper

Fog. Can turn it off in the Lighting window if you don't want it

zenith copper
#

ah thanks

soft lion
sterile compass
#

@soft lion Ohh, this sounds like my saviour.
But for some reason it doesn't change a thing I think. Maybe the info texts which appeared after I changed the value explains it? 😄
By the way why I can't put a negative aniso level while the doc you've just linked says I can?

#

Oh wait, mipmapBias and Aniso is not the same. Then where is this Bias on the Texture inspector? 😮

soft lion
sterile compass
soft lion
sterile compass
#

@soft lion I managed to change it, but doesn't really help. Same noisy till an X value, then hell gets loose 😄

marble vigil
#

That one needs AA to solve

#

I don't recall the specifics but some forms of AA only deal with geometry edges, not alpha clipped edges so it's worth looking into

marsh dome
#

can i upgrade my game to URP anytime by just downloading the package? or i have to start with URP
and if i start with URP will it be different or difficult than normal one?

marble vigil
marsh dome
#

actually i was just wondering when should someone go with URP , i mean how would someone select if he wants to go with normal renderer or URP or HDRP (idk anything about them so something to read will also be fine) I am asking this because i want opinion of someone experienced in these things

#

Also i tried URP it is too slow why? i created an empty project (3D URP) added one cube for floor and one character it was just 90fps whereas when i created normal project (3D Core) with same things i get 950+fps
am i doing something wrong

runic gyro
#

Just converted to urp, but I can't see anything

marble vigil
#

Build performance is the one that matters anyway

runic gyro
marble vigil
marble vigil
runic gyro
#

for the weapon

#

and for the rest

#

so it doesnt go through walls

marble vigil
marsh dome
#

Is that vsync fault?

marble vigil
#

If you upgrade an existing project sometimes weirdness like this can happen, especially if you change editor versions as well

marsh dome
#

Umm i started new project

#

And i have only one version

marble vigil
#

Then I'm out of guesses

marsh dome
#

I might have missed something i guess

#

I'll head to some tutorials

soft lion
marble vigil
#

Well, it could also be that the default graphics settings in URP templates (like SSAO) are something your machine is just not having any of

marsh dome
runic gyro
#

doesn't let me change render type to overlay

soft lion
runic gyro
runic gyro
soft lion
#

No, deferred doesnt support camera stacking. It could be one reason it being greyed out, but I cant remember any other reasons rn

astral atlas
#

Please someone help, so i have this problem, ive been searching through reddit and apparntly there isnt a fix but sometimes there is
and its scaring me
so
i installed Universal RP
then i got to the step of
changing all the materials to work with it
bc theyre all magenta
and i get these erros
[Worker3] Shader error in 'Universal Render Pipeline/Lit': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl'. at line 146
[Worker4] Shader error in 'Universal Render Pipeline/Lit': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl'. at line 146

#

i would appreciate any help

#

also some materials say that there isnt a converter to upgrade them to the selected pipeline

runic gyro
astral atlas
#

thats waht i did