#archived-urp

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astral atlas
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i already said that

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i get errors

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[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

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please

runic gyro
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remake materials

astral atlas
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i have hundreds

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thats not a solution thats manually deleting and remaking things

runic gyro
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you'll be fine

astral atlas
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I have 370 ish

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i dont want to waste my life lmao

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thx for the help anyway tho

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i appreciate it

runic gyro
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game screen is blue

astral atlas
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rip

little cliff
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ive setup up URP for a 2D game and whenever i use a 2D light, it just shows the light and nothing behind it

fickle forum
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Hi all. I need a bit of help.
I have (1) converted my project to URP, (2) set the Project Settings>Graphics and Quality to URP, (3) upgraded Project Materials to URP Materials, AND (4) reimported all objects.
Yet the trees I placed with the Terrain painter are still pink, and I still get a bunch of "There's no upgrader to convert etc etc shader to selected pipeline" messages in the Console. What else can I try?

warped skiff
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are they speedtrees?

fickle forum
warped skiff
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if they're an asset you got from somewhere then they probably use a custom shader

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which isn't compatible unless the shader is remade

fickle forum
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I see, yeah that must be it. Thank you, dog in a ski mask.
Another couple of questions. What's the benefit of using URP over Built-in? And if there's a benefit, why isn't URP just the default RP in Unity?

warped skiff
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there's benefits and downsides

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benefits are compatiblity with devices like mobile and web

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downsides is there aren't many tuts covering it and the few that exist won't work with current versions of urp since unity keeps updating it

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you can still use urp without any trouble if you don't use any custom shaders tho

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you have to rely on unity's shaders tho

fickle forum
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No wonder. This tree asset was packed with a Readme to update them to URP and some Unitypackages to do it, but they were out of date already, so none worked. That explains that

warped skiff
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yeah

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urp is hell for beginners

fickle forum
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I appreciate the help!

warped skiff
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no problem

runic gyro
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It doesn't let me change render type to overlay

runic gyro
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ok

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gonna try

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I don't see the pipeline setting

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only one option

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how

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already have it on forward

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says to make render overlay fun_dude

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guess its unfixable fun_dude

late monolith
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Will URP possibly have deferred rendering in a future version of 2020
Or will it stay only on 2021 and higher?

marble vigil
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Are you like, sure? The pipeline converted fundamentally cannot convert custom shaders because it doesn't "convert" anything
It replaces shaders from one pipeline with a matching shader of another pipeline

ocean hinge
late monolith
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I see thanks

runic gyro
restive elm
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Hi guys, when I switch scene for the first time the main light "breaks" in a weird way:

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Any clue why?

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I don't know where to look at... Those capsules have a normal lit shader

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That's how it should look

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That's the bug when it's in game, both lit and unlit shaders (even my custom shaders) become completely black and don't react to my main light

marble vigil
restive elm
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What do you mean?

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By "manually"

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I can't bake lightmap since the world is completely procedural

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and modificable

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I can't press "generate lighting" in game

restive elm
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When the game is not in playmode, everything works flawless. The weird thing is that only the second scene switching has problems: if I start the game from my game scene, it checks for the savefile, doesn't find it (it has to be selected from the menu) then switch to the menu, breaking the lighting system. And when I load my game from this "broken" scene, the game works.

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But when I start from my menu, the menu works, but when I load the game, the game breaks

marble vigil
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Yes
Generating lighting without lightmap baking basically saves the ambient lighting into the scene (or into lighting settings asset? not 100% sure)

restive elm
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I'm sorry but I'm still not getting it.

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I can't generate lighting while playing and generating it outside the game doesn't change anything

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Also because outside of playmode the scene works perfectly

marble vigil
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Do it for every scene you need to load

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If this isn't done, you'll still get lighting in the currently active scene due to some temporary lighting from the editor, but it won't persist on scene switch

restive elm
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Ok..

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O.O it worked

marble vigil
restive elm
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Could you explain why this happens? I'm really really confused

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I'd never have tried that in one hundred years, I'm just not getting why it should work

marble vigil
# restive elm Could you explain why this happens? I'm really really confused

I don't fully understand the mechanism behind it, but ambient lighting needs to be generated and saved for each scene
The currently open scene will have lighting automatically generated by the editor, but whenever you switch at runtime scene it tries to look for that scene's lighting, and won't find any, so it turns black

restive elm
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Ok... but this never happened to me

marble vigil
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Lighting here means just the "ambient" lighting applied to all objects, dynamic or not, separate from baked lighting

restive elm
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in, like, two years of unity programming

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(as a hobby)

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it seems like a problem that I should've had more times

marble vigil
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Maybe it wasn't always that way, I dunno
I guess having "auto generate" on for lighting usually takes care of it? Which used to be default setting I think

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But it's also possible to miss if a game takes place in just one scene, or doesn't need lighting as in the case of most 2D games

restive elm
marble vigil
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But I also recall situations where the fix is to specifically untick auto-generate and generate manually
May or may not need to create new "lighting settings asset" for it to work, it's a bit wonky and my memories are hazy

restive elm
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Would this have been avoided in my build?

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I didn't build my game for some days because there was this bug, and I tried to not build it until it wasn't absolutely needed

marble vigil
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It's a good idea to do builds every now and then even without any specific goals, just to check how things are looking and running outside of the editor

restive elm
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guess what, it's full of visual bugs ๐Ÿ˜ฆ

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some objects are purble (classic URP shader error), and lighting still doesn't work (I'll try to auto generate lighting to at least repair the broken lighting in game)

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The build is still not working, even with "auto-generate" on

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How the world looks in game... Some shaders are broken and the lighting still doesn't work... in both scenes, menu and build

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Ok seems like I can't fix any of my problems. Any clue why? I noticed that both graphics and quality in my project settings were missing my URP settings, but even changing that didn't work. Anyone?

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By the way that's how it should look...

marble vigil
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Though the ambient light problem is the same on both pipelines

restive elm
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that's my urp asset now

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isn't it enough to configure URP?

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Yeah I think I have to convert my shaders.

marble vigil
restive elm
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I did it

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I hadn't recompiled the shaders

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Well it worked and fixed my purple shaders

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but ambient lighting is still broken

restive elm
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I fixed everything, except that shadows doesn't work. I didn't notice it before because everything was broken, but now that it works good I can't understand why shadows aren't working. Graphics is set to ultra, and directional light is set to important...

marble vigil
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Testing in isolation is my number one technique that gets stuff fixed

restive elm
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Did that with a test scene and the menu (that has wayy less objects than the game scene), for some reason only a single shadow works (a shadow of a character, which is weird because it has the same shader and mateiral of other objects...)

marble vigil
restive elm
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I'm not sure if that's the problem, there's no single tree with another tree's shadow in itself, so I guess shadows simply don't work

marble vigil
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Verify that default cubes with default lighting cast/recieve shadows, then introduce your custom shaders

restive elm
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I did a lot of tests and ended up with the conclusion that's the cartoonshader's fault, copied from an unity project

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I don't even know if that's built for URP, but in the editor it works really well...

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Isn't there a way to simply "port" or "confirm" that what I've got in the editor is the result that I want?

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I'm talking about this shader btw: https://www.youtube.com/watch?v=GGTTHOpUQDE

Open Projects are small, open-source games where the community of creators is free to collaborate and contribute actively to the entire game development journey. In this first devlog, we're going to discover the ideas and the process behind the cartoon look we developed in the first Open Project, an action-adventure game titled "Chop Chop".

โญ ...

โ–ถ Play video
shadow trout
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Does anyone know how can I set this at a runtime?

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or in editor

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but has to be done through code

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I cannot access Renderer List

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it's only get; field

sinful gorge
shadow trout
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Is there a way to instantiate that same asset but with filled renderer data ?

shadow trout
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Ill try that thanks!

shadow trout
dry willow
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Could be that older versions don't have it, not sure

storm pendant
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I am currently doing graphics compositing using a scene + disabled ortho camera (that renders one frame via script) + render texture + putting all my objects in a container + render layer to keep my objects invisible to the normal main camera.

I'm trying to make that less dependent on which scenes are loaded (i.e. not having to have a component container/camera loaded, no rendering layer stuff to keep things invisible to my normal cameras, etc).

I saw that I could do something very similar without a camera and without setting up a scene by using Graphics.Blit. However, that method doesn't seem to support rotation, and I need to be able to rotate my sub-images. I suspect this is because it's trying to emulate old-school blitter hardware, which wouldn't necessarily just support arbitrary transformations/at least not rotations. that's fine.

Is there any middle ground between these two approaches? Or at least something that would let me render transformed (or just translated + scaled + rotated) quads to a render texture, without scene setup?

I'd be fine with using some sort of semi-low-level rendering facility. Just not sure where that lives, if Unity even exposes such a thing.

dry willow
storm pendant
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ty

dry willow
storm pendant
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looks like it still requires a camera (mmm) but I guess it can skip the scene (yay)

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ah, yes. probably requires the camera to be in a scene too

dry willow
storm pendant
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That one doesn't even take a target texture, so I am guessing probably will draw it into my other stuff.

I'll explore this namespace more tho. Might have something in here.

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thx

dry willow
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It should draw onto whatever the current target is, hence using SetRenderTarget before it

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But I'm more familiar with the CommandBuffer versions tbh

storm pendant
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ah ok. yeah, that might do it then

shadow trout
shadow trout
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@dry willow Do you know how can I load postprocess data to my instance of UniversalRendererData

dry willow
shadow trout
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figured that out, but how do I grab existing PostProcessData from Packages/URP?

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I noticed that it's asigned by default when universalpiplinedata is created

dry willow
shadow trout
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Thanks!

shadow trout
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Do you by any chance know how to add this feature? ARBackgroundRendererFeature

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I see features list exposed, but I don't know how to create the feature

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trying to do this

dry willow
# shadow trout

Can you not use the ARBackgroundRendererFeature class with ScriptableObject.CreateInstance? Rather than ScriptableRenderFeature.

sleek sphinx
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anyone experienced this with 2021.3 LTS when making a build? colors are all weird

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looks like this in editor

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using urp

shadow trout
dry willow
shadow trout
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Figured that out but thanks anyway!

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i solved all of my issues and learned so a lot about editor scripting, thanks to you!

shadow trout
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When I create URP Asset from Create Menu It also creates UniversalRenderPipelineGlobalSettings

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How can I replicate this from script?

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I can already create URP Asset from script and it's dependencies except UniversalRenderPipelineGlobalSettings

warped skiff
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make sure you follow 2d urp tuts step by step

pure hedge
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Heya, was wondering how i could use shaders to create something akin to this (in this case just used a perspective camera with 45 degrees angled quad) but with an orthographic camera?

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other solutions are also possible

ocean hinge
pure hedge
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huh that could work, thanks!

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oof now that i realise it, probably wouldn't due to performance and whenever i have to use different sprites, still thanks for the recommendation but would be nice if there is another way to do it

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so yeah, what would be the idea behind how a shader like it would work

pure hedge
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wait you can rotate the x-axis of a rectangle node?

ocean hinge
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You can rotate the UV

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i think rotating a UV node and plug it into the Rectangle node should work

pure hedge
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hmm tried doing that before but only got rotations for the z-axis, lemme see

ocean hinge
pure hedge
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sadly not, it was just a quick mockup screenshot made using perspective cam and a quad mesh render's x-axis being rotated by 45 degrees

viral tendon
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So I was getting some pink materials when I downloaded some Unity Assets. When I went and used the Unity Render Pipeline Converter, it changed A LOT. Now when I play my scene, everything is grey. Could someone help me please? I really hope I havent just lost everything.Here's a picture of some of the errors im getting and what the scene looks like

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when I then play the scene, this is all I see

marble vigil
# viral tendon when I then play the scene, this is all I see

URP has different shaders and renders things differently so you can't expect everything to work one to one
You're probably using render layers for the viewmodel which URP doesn't have
For viewmodels in URP you'd use camera stacking or render objects feature

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The pipeline converted can also be used in reverse and URP can be uninstalled by reversing the configuration steps, so you haven't "lost everything"

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You should always use version control for your projects though

viral tendon
marble vigil
viral tendon
cyan bay
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hey friends, how can i calculate a light.shadowAttenuation but with a given light.direction? in URP HLSL
i've been looking through RealtimeLights.hlsl and Shadows.hlsl and function that has a lightDirection parameter ultimately ends up only working for point lights for some reason (and they have to be actual lights, i want a fake one if that makes sense)

tepid hatch
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i'm reading about optimizing particle system, i read an article which told

When using SRP Batcher, you will need to pay attention to the following points:

    Shader needs to be compatible with SRP
    SRP Batcher does not support particle systems temporarily
    Shader variants will interrupt the batching of DrawCall

i didn't understand, what is particle systems temporarily ? (unfortunately that article didn't tell anything about it)

dry willow
tepid hatch
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then i should focus on GPU instancing for 2d games, right?

lilac glacier
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Edit >> Render Pipeline >> Universal Render Pipeline >> Upgrade Project Materials to UniversalRP Materials does NOT upgrade my materials. Still pink. I tried making a new shader and material. The preview still shows pink. I reopened the project, and tried upgrading again. Nothing.

soft lion
lilac glacier
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Now I can't get shadows to work at all

lilac glacier
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I got it

limber dagger
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why when i bake my light the shadow of sprite are not at the good place ?

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wait is the shadow map based on the uv ?

cinder kindle
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Yes. There's a checkbox in th emesh import settings to generate lightmap UVs

limber dagger
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thx

iron thistle
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Im not sure this is the right place to ask this but I wan to experiment with breaking up a heightmap texture into chunks, each chunk is a defualt unity 3D plane.
For this to work, I would need to adjust the UV range of each vertex in a chunk's plane to match up with the area on the heightmap.

The problem is I am unfamiliar with UV mapping and how to create custom mapping for the plane meshes, anyone got tips on how I can get this done?

feral cosmos
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Hi
how can I convert default 3D scene to URP

iron thistle
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I want to use a heightmap image (.jpg) as a RenderTexture object for my compute shader but there is some incompatibility between my texture and adding it to my script as a RenderTexture

broken radish
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Is there an option somewhere to have a roughness/smoothness map on a URP material?

soft lion
broken radish
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ty

late monolith
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How much peformance does it take when changing the shadow distance from 50 to 100 for example?
Is it very expensive to do or very ok?

placid laurel
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It's more expensive, since you're rendering shadows from further away.

ocean hinge
soft lion
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its more expensive because you are rendering more objects to the shadow map, but most likely the difference is very negligible

placid laurel
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I asked this a lot of times before, so I am going in this channel maybe more people know

Is this bloom flicker normal? Can I eliminate it?

late monolith
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I have experienced such flicker before but i myself did not mind.
It's probably normal and just a side effect of the bloom.
I don't know how to reduce it tho, i think the best thing to try is playing around with the settings of the bloom like the intensity and all that

soft lion
placid laurel
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Oh Iโ€™ll look into that

placid laurel
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Thanks guys

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But in general, as a player this is a normal thing to see right?

late monolith
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in my experience it is

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it just mostly depends on the settings how much the effect is

placid laurel
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Yeah

soft lion
# placid laurel But in general, as a player this is a normal thing to see right?

Yeah it is, when theres only few pixels that exceeds the limit for the bloom, you will get flickering when the amount of pixels "activating the bloom" changes randomly (lets say theres either 0 or 1 pixel that is brighter than the threshold, when theres 0 pixels, theres no bloom coming from that area and when theres 1 bright pixel there is some bloom)

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I believe thats the reason, not sure

soft lion
feral cosmos
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no

soft lion
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Did you follow all the instructions? (One was to upgrade shaders)

feral cosmos
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I was following a YT video then it selected something i don't have

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this^

soft lion
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That video is most likely very outdated

feral cosmos
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what should i do?

soft lion
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Oops wrong link

feral cosmos
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ok

soft lion
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Now should be the correct one

feral cosmos
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is this urp shader or what its name

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and what about the grass and the trees

feral cosmos
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i fixed the ground and the assets @soft lion

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how can i fix the trees and the grass

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(sorry for ping)

ocean hinge
# feral cosmos

You should have a look in the material of the trees. They may use a shader your render pipeline does not support

thin spire
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Hey all!

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I have a problem with my baked lighting looking like this in one place and it seems to correspond with the "baked lightmap culling". Does anyone know what baked lightmap culling does and how I could fix this? Thank you.

placid laurel
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Any idea why probuilder object don't cast baked shadows?

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I'm using urp, the object is set to static, lightmapping setting from probuilder is set to auto, but instead of shadows it kind of fades black at the bottom

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Ok, apparently it's the whole scene that is fucked somehow

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But why does it happen?

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Tag me if you have any idea please

placid laurel
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For anyone dealing with the issue above, go to lighting -> environment and make sure you have a light source in the slot below the skybox

dense turtle
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I'm trying to use prefabs in my palette w/ a GameObject brush. I'm using URP.

When I open the palette as a prefab, I can see the prefabs rendering perfectly and when I paint with them, they render fine as well, but the palette pane in the inspector renders them magenta every time. I suspect it may have something to do with the PreviewRenderUtility which GridPaintPaletteWindow.cs uses, but I can't for the life of me figure out why it'd be using a different render pipeline or how to affect it.

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Any ideas?

void comet
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URP / Post Processing question:

I'm trying to have my depth of field ignore anything on the Character layer, so that everything gets blurred except for my character. What I did was to go to my forward renderer => remove the layer from opaque layers => Add a render objects feature that renders the layer after post processing is done

In theory, this should work, in practice, my player avatar (skinned mesh renderer) gets drawn a bit messed up

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Is this a bug with the feature (since its experimental), or am i missing something silly here?

soft lion
# void comet

I dont know much about render features but why you want the character not to be affected by the depth of field completely? Could you just focus the camera on the player distance?

void comet
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so no depth of field for now

soft lion
# void comet so no depth of field for now

Have you tried using Bokeh Depth of Field with Focus Distance at the player level? You can change the focus distance on runtime via script to keep the player on focus

soft lion
# void comet

Btw the reason for this type of error is that the shader doesnt read or write (or neither) from the depth buffer (usually rendered as transparent geometry)

void comet
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Yeah tried bokeh, even with that its hard to get a good result since
A) At the point of the blue particle effect there'll be another bot, so its range needs to be quite wide with a fast dropoff in blur right after the bot. Didn't manage to get any parameter settings to look right, I don't feel a real life camera would be able to do it either
and B) platform is WebGL so want to avoid expensive volumes

Simply not using depth of field since it was just an idea, thanks for the info on the depth buffer, rendering is still a big mystery to me

placid laurel
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You can always go with the AC Unity route where you don't actually have depth of field, you just swap the meshes and textures to low quality ones to simulate depth of field and save performance.

fathom quarry
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guys how do i check if im using hdrp or urp
I think im using hdrp but there's an "Exposure" node that I can't find here

placid laurel
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You can go to the package manager and see which one you have in the project.

clear sentinel
jagged valve
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Hey, I'm trying to make a shader graph that allows me to cross section an object based on it's intersection with a plane

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When the white rectangle goes into the red archway on the right, say only half way in, the other half shouldn't stick out the other side

obtuse lily
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Do standard unity trees that come with unity terrain work on URP ?

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im having trouble with the materials being pink

placid laurel
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I'm pretty sure that they only work with the standard render pipeline. #archived-hdrp had this same convo a few days back.

scarlet lava
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hey,

I have few walls that are URP based, they look fine on the editor even in playmode.
However, once I make an android build it and enter the game, those walls just disappears.

what could be the cause of that?

main eagle
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I switched pc's and now I can't see any post processing in my project, not even basic bloom! Who knows a fix? All post processing is correctly set up and it is enabled in the scene camera. The white thing is my sun.

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It doesn't show up in game, but neither does it show up in the editor camera

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Also, my inputs don't seem to be working on my UI (new input system with Player Input component on the canvas), maybe this is connected to the issue above? I am able to walk around with my character, however... ๐Ÿค” ๐Ÿค”

steep aspen
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ive installed URP and my whole post processing thing stopped working, i ticked the HDR and post processing thing in the URP thing and ticked the post processing one in the camere and its still not rendering bloom and all the fancy stuff, anyone has an idea how i could fix this?

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the post processing stopped working after i set the URP thing in settings

warped skiff
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only thing i can think of is you're using the wrong post processing component

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URP has a special one

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@steep aspen

steep aspen
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i will try this later, thank you so much

main eagle
frosty heart
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Hello I am new here and I was wondering if anyone had a solution to this. My player sprite seems to just be black when it gets close to this 2d light even though it's not really in the radius of where the light is affecting. I was wondering if anyone had a solution to this?

rich drift
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I'm having trouble with 2D shadows in 2020.3 LTS

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nvm

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unity being weird again

cyan swallow
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Is there a preprocessor directive for different graphics APIs? I know e.g. SHADER_API_METAL is defined for shaderlab, but it doesnt appear to work for C#

cyan swallow
polar sable
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i just added urp to my game and my player is always under my wall sprite regardless of how low he is

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probably has to do with the rendering layer masks but i have no idea why

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haven't found anyone else with this issue

ocean hinge
polar sable
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everything was fine before i added urp renderers

marble vigil
pure hedge
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heya, after installing urp into my (originally non-urp) project the "recompile and continue playing" option completely stopped working and just used recompile after finished playing. pretty sure there was a notification on it during installation the first time, but can't recreate it

keen shuttle
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So I set up my project with URP, and where before, I could easily see my entire scene, now it's like the far clipping plane on the scene camera is really close.

I tried increasing the scene camera's far clipping plane, but that doesn't change things at all.

I also tried selecting the ground and pressing "F" to automatically set the clipping planes, but that also didn't make a difference.

I looked online for a pretty long while, but couldn't find anyone with the same problem I'm having.

Any advice?

stable knot
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I have this distortion shadergraph for the water in 2D. It works fine for what I want, but when I build the game for phones its all pink and WebGL is all gray. How can the build platform affect the result we see? I based a lot of it on this video: https://www.youtube.com/watch?v=A8Z3QvYApnk&ab_channel=SethFunk

It works fine in Unity and on PC builds, anyone has any idea why doesn't it work otherwise and how do I fix it?

barren pike
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question! when I build to quest 2 in a URP project with "opaque textures" enabled, all of the transparent materials don't show up in the build (I think they're being rendered in the wrong order.) is this a bug? anyone know of a workaround?

peak agate
stoic imp
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Hey guys! We are trying to get shadows from a plane which has a mask. When we set up the Surface Type as Transparent, no shadows are casted; and, if it is set to opaque, mask does not work... Do you have any idea to proceed? Custom shader approaches will also be interesting ๐Ÿ˜…

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Also, with a custom shader, we get the mask working fine, but the shader displayed is the squared one from the plane (it does not respect the mask)

dry willow
stoic imp
dry willow
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Yeah

stoic python
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hey folks, i'm trying to make a unity decal projector that ignores lighting and just sets an unlit decal on an object, but i'm unsure of how to make it unlit in the decal shader graph

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anybody familiar with how to go about creating a basic decal shader graph that is unlit/ignores-lighting?

placid laurel
copper pilot
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Is tessellation in URP doable with shadergraph?

marble vigil
gentle charm
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Is it possible to use SRP Batcher with Graphics.DrawMesh?

stoic python
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i'm using it for a projector in my game, but i don't want it to be lit by anything, i just want it to show up full brightness

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this kinda shows my problem, where the lighting of the level affects the decal and makes it darker

stoic imp
coral ravine
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hello

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just upgraded to urp

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and i get this error all time

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i've never did work with shaders or urp

heady stag
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Hello, is there an appropriate channel for 3D solid objects (filled)

placid laurel
frail cradle
#

having absolutely wild performance issues in URP on 2021
60% GPU usage in an empty scene even when limiting frame rate to 30fps with vsync

the same test without URP gives like 23% gpu usage

anybody else seen this?

clear sentinel
frail cradle
soft lion
static shadow
#

Hey guys. I've been working on this project for a bit now and I finally went to go build it to see if it runs and unfortunately, it doesn't look as how I thought it would. For some reason the windows on these houses are rainbow and the lighting is completely off, and this is ONLY happening on the build - not during the Play Test.

#

When I change the Rendering Path from Deferred to forward, it goes full rainbow.

#

Okay. I was able to figure it out, thank god. I had these checked.

#

Accurate G-buffer normals (off) fixed the lighting, and the Transparent Receive Shadows (off) fixed the rainbow windows. As to why it's even rainbow I have no idea.

heady stag
# soft lion Elaborate, I dont understand and I dont think others do either

Is there a channel for filled 3D objects, as in 3D objects that not only have their surface layer meshed but rather all of their insides aswell, since importing such meshes from Maya and Catia did not work in unity but rather created 'shells' of the objects. Im wondering if unity even has such support ? ( importing full 3D meshes )

#

I require this because I need the full meshes for CNC cutting and drilling simulation

soft lion
heady stag
#

I believe you havent understood my question, in order to avoid constant retriangulation when cutting or drilling I would just remove the triangles associated with the vertices to be cut thus making the part of the mesh invisible, but for this to completely work id have to have a fully filled 3D mesh with a high enough number of verts and am wondering if that is even possible in unity

#

the kind of mesh generated by CATIA, Inventor, AutoCad 3D and MAYA

#

not the blender one, since blender created shallow objects

marble vigil
#

There may be some solutions for it on the asset store

#

Generally I think that effect is categorically either a mesh generated fully at runtime from SDF data, or one or more meshes combined with an "internal cutout" masking shader

heady stag
#

CATIA uses both enclosed surfaces & solids ( filled meshes ), so I believe you're wrong there

heady stag
#

Those programs dont just 'display' the objects to appear as they are filled, rather they are 'filled', thus they are called solids

dusk orbit
#

Anyone know why spotlight behave like this?

marble vigil
#

In rendering it's a bit of a pointless semantic difference whether something "looks" like it's filled or actually "is" filled
The polygonal mesh representation you see is never thicker than paper thin anyway

marble vigil
dusk orbit
#

Tried to search only It's said something about 8 light

marble vigil
dusk orbit
#

but I don't uderstand the per object part.

#

Oh! Got it... so a chair can only render 8 light

#

Thanks!

marble vigil
dusk orbit
#

Alright thanks!

marble vigil
unreal shore
#

Hi,
my texture renders all funky in my custom generated mesh (an hexagon) i've tried to setup the uvs but it's like the texture is "starting from each angle"
On the left, a simple plane with the texture i'm trying to setup
And this is how i setup the uvs :

Vector2[] uvs = new Vector2[mesh.vertices.Length];

            for (i = 0; i < uvs.Length; i++)
            {
                uvs[i] = new Vector2(mesh.vertices[i].x, mesh.vertices[i].z);
            }

            mesh.uv = uvs;

any idea on what i've fucked up ?

spice hedge
#

is there a way to make a decal projector only project on the first mesh it hits

soft lion
surreal jungle
#

is built-in render pipeline considered legacy?

soft lion
surreal jungle
#

friend of mine told me this and I was unsure if it's so

ancient obsidian
#

guys why post processing not work?

mystic delta
soft lion
# surreal jungle friend of mine told me this and I was unsure if it's so

You can still use birp, no worries about that (and you can upgrade to urp very easily later on), unitys long term plan is just to get rid of it. What comes to rendering etc. they are not working on it anymore, editor etc. gets all the updates normally but the render pipeline isnt on active developement. So its not going to be removed from existing unity versions but upcoming unity versions may not support it

next talon
#

I'm not sure where to put this, but what is that default material probuilder used to have that was basically a placeholder cubes that would show how much one meter was basically

idle musk
#

hello, I'm working with a UI, and I want to make an inventory with some 3D gems, I'm using URP and use a render feature, but I can't use masks to hide them if they come out of a grid. does anybody know how I can fix it?

lime moth
#

is there a reason for the default capsule to have so many duplicate vertices? (all vertices that are not yellow are duplicates, the one on top has 6 vertices in one place!)

copper pilot
#

URP is not even close to feature parity with BIRP yet.

surreal jungle
#

ty

peak flame
#

Hello! So I am trying to layer cameras in a URP app, but world text appears in different locations on the cameras I am trying to stack ( I am trying to make a UI camera to render on top of special effects)

#

The result is the right picture, where there is two different locations for the text, has anyone seen this before?

#

I set up the UI camera as a child to the main, set it to overlay, added it to the main camera stack, the FoV is the same (by script), so I'm stuck on what could be making it different

marble vigil
#

@surreal jungle It is "legacy" but it's not deprecated

polar cipher
ancient obsidian
#

this glowing thing is prove

mystic delta
#

I mean the post processing package. URP has built in one, remove external one if you have it

ancient obsidian
#

delete this?

#

it work when i put component to main camera

#

but i dont want it

placid laurel
#

any impact on performance or future light problems if my normals are flipped randomly but i am setting the render to 'both'?

ancient obsidian
#

it not work tho

ancient obsidian
soft lion
placid laurel
soft lion
placid laurel
#

ok! thanks ๐Ÿ™‚

stray ocean
#

generated my lighting and now none of them are working

#

how do i fix this

#

when i delete the lighting data and reload the scene most of them work, some just dont

#

nvm got it, my objects have to be static ๐Ÿคฆโ€โ™‚๏ธ

mental wigeon
#

Anyone have experience converting shaders from built-in RP / CG to URP / HLSL? Or from converting HDRP to URP? Looking to hire someone for a small port project (I have a working project examples of a shader effect in both Built-In and HDRP already)

peak flame
simple skiff
#

Hi... I have a URP scene of a building and I need to add markers on all (rectangle) windows - (see Potoshop illustration) ... how should I go about? is there a shader I can use \ create that do that to quads?- Fresnel doesn't work on quads

outer nest
#

Trying to use URP/Baked Lit shader, am i doing something wrong? Because it ends up looking nothing like URP/Lit shader... Am i missing a baking step?

warm island
outer nest
#

ah i see

#

ok thanks

#

i wish there was a way to "bake" the exact rendered appearance of the URP/Lit shader onto my objects, maybe onto their textures or something... then just render it without the URP/Lit shader for better performance

#

for several reasons 1) these are static objects 2) this is for mobile, i've seen significant performance difference between using URP/Lit and URP/Unlit shader

quaint marlin
#

how do I convert built-in legacyshaders/particles/additive to urp and should I do it or not?

#

I just want particles to work with urp... I can create new if needed

quaint marlin
quaint marlin
waxen pewter
#

How to change tile color at runtime?

urban silo
simple skiff
tender python
#

I need to fix this so it won't render it like this but the other way, that the top is on top of the upper one and under the lower one

placid laurel
#

Oh wait

tender python
#

what

urban silo
# simple skiff Thanks. what is 4Head? tried texturing but the problem is that textures do not ...

Lol, dont mind the "4Head" reference, its a twitch.tv thing
But this vid might help you https://www.youtube.com/watch?v=NiOGWZXBg4Y
It creates a highlight where it intersects with different objects

Let's learn how to make an awesome force field with Unity Shader Graph!

โ— Check out Skillshare! http://skl.sh/brackeys15

โ— Support us on Patreon: https://www.patreon.com/brackeys

โ— Project Files: https://github.com/Brackeys/Force-Field
โ— Water Shader shown in intro: https://youtu.be/jBmBb-je4Lg

โ— Setting up Lightweight: https://bit.ly/2W0AY...

โ–ถ Play video
old belfry
#

Hey guys I have an emergency here.

Downloaded and imported one of the free Unity particle packs from the asset store, now my project looks like this. I didn't save after the import when when I reloaded it was still like this

#

How can I fix this? I also can't find the file of the imported asset

fresh pond
#

@old belfry If you imported the Unity Particle Pack, it's a tutorial project that overwrites some of your project settings

fresh pond
# old belfry Is there a way to undo that?

As far as I know, no. You could read through the review section and hope someone has some tips there, but this asset also looks like it's meant for standard/built-in, not URP

old belfry
fresh pond
old belfry
#

Is there someone I could reach out to for help with this? I know very little about tags and layers and I don't know code (been using Game Creator for my scripting)

fresh pond
#

And I imagine you may have to set up URP from scratch

#

I think it will take some time to fix this, but it's not impossible- in a review someone mentions the asset changed: "render pipeline (in your case from URP to standard), lighting settings, global physics settings, layer settings"

#

So unless you have a recent backup there's not much you can do except to manually fix stuff that it broke

old belfry
#

I don't mind taking time to fix it, but it kinda needs to be fixed as...as I said, with the exception of a few month break I've been working on my project for at least several hours a day daily for 2 years.

#

Unfortunately my processor is kinda outdated so haven't been able to back up in a while

#

Does Unity have a tech support phone number?

fresh pond
#

I don't know. I personally email them if I have issues with something

old belfry
fresh pond
fresh pond
old belfry
#

Will do, thank you

tender python
ocean hinge
tender python
#

I need ot fix that rendering, hte bottom part should be covered bz other sprites, not the upper part

tender python
ocean hinge
# tender python .

When using Sprites, you must change the Z Position to change who will appear in front of who.

#

But ideally Z ordering is the last thing to determine what is in front of what. Typically in a 2D game you almost never have to worry about Z if you do things right.
You have order in hierarchy for the canvas, as well as Sorting Layer and Sorting Order on every Sprite Renderer and Canvas.

tender python
#

๐Ÿ˜

#

and btw it's sorting them but from bottom up

proper basalt
#

Anyone have any ideas why my render pipeline may go missing inbetween github pushes? I have them correctly but whenever a partner fetches project it opens up as missing or the terrain texture is missing.

knotty saffron
#

hey! I am using a decal projector w/ a transparent decal in unity.

#

however, i get this result

#

would anyone know why?

hardy rover
#

Can we do ssgi in urp?

marble vigil
fading arrow
#

How do I configure URP for a generic mobile game?

hardy rover
proven ether
#

hey guys! i have a global volume thats im using to desaturate the game. however it's only applying to my scene view and not the game. whats up?????

marble vigil
proven ether
#

i deleted Procedural Worlds folder from my project, because im not using Gaia for anything and its like 5gb

#

and everything turned purple!

#

how fix :(

#

like i literally wasnt using it, and had only used it on one scene that i deleted a while ago.

#

dont get why deleting it impacted my other stuff

marble vigil
#

If nothing there is missing, it's possible that the package contained an universal render pipeline asset which was in use, and now the project thinks it should use built-in RP

proven ether
#

doing a render pipeline conversion again fixed all but 1 thing

#

though a bunch of other assets look kinda funky

#

like, the grass is half renderingn ormally

#

if i change the shader to simple lit, it looks fine

#

but it was working fine on Lit before

#

i dont really understand how shaders and everything work

#

is there something i could do to like.. refresh everyhting?

#

it should look like that, for reference

#

it seems like my whole scene is a bit darker now too

#

like it changed the lighting or somethign?

marble vigil
proven ether
#

how do i do that

#

i have the lighting window open

#

just reimport the lighting settings?

marble vigil
#

"Generate" button

proven ether
#

ah it was on auto generate

marble vigil
proven ether
#

hm

#

i think its kinda back to normal

#

but it feels off before

#

i was relaly happy with how it looks before

#

and now everything just feels a bit off

#

for future reference, whats the proper way to delete unused assets?

#

like this light used to be blindingly bright to look at

#

now its just like... nothing

marble vigil
# proven ether for future reference, whats the proper way to delete unused assets?

If they're installed through the package manager you should be able to uninstall them there
Otherwise you'd just delete them from the project window
It becomes difficult to uninstall packages if they overwrite existing assets, such as project settings which is what happened here I believe
This is also why it's very important to use version control software so you can roll back any change to your project
or at very least why you should keep backups of some kind

proven ether
#

yupyupyup

#

lessons learned

#

it def deleted some shared assets

#

it seems like no matter what i set my Lighting Settings profile as in lighting, it makes no change

marble vigil
#

If none of your scenes have baked lightmapping and all of them use default sky settings, they'd all have identical ambient probes as well so you wouldn't be able to see any difference if you were to swap them around

proven ether
#

too baked to deal with lightmaps

proven ether
#

im trying to make a spotlight, but its not actually lighting up anything in my scene

#

any idea how to fix?

sonic temple
hardy rover
#

Any idea why the Screen Space Shadow in URP is doing that?

#

it's a skirt with a opaque material + alpha clipping on

soft lion
#

Its really hard to tell without more information, do you have any comparison images between the pipelines?

soft lion
#

Seems like theres much less lights (ambient and directional lights?)

#

Also the shadows looks like the urp one doesnt use more than 1 shadow casting light source

#

The object in the middle looks very different ๐Ÿค”

#

I dont think its the same scene at all... that boat looking thing looks clearly very different

mint vortex
#

Anyone know why render queue doesn't seem to be responding to changes? I have two objects, object A set to queue 2000, and object B set to queue 2001, but B doesn't render on top of 2000.

soft lion
#

Where are all these overlapping shadows coming from? Multiple directional lights am I right?

mint vortex
soft lion
#

Honestly I dont know how to fix that as URP supports only one directional light shadowmap. Could you get similiar results with only one directional light + spotlights and pointlights?

#

I think multiple directional lights are still supported but only one that has shadows. The way URP handles shadows is more optimized but limits the amount of shadow casting lights. Have you tried playing with ambient lighting/ambient probe? Btw I like the URPs skybox shader a lot more. You have to make new material with that shader and add it to the Lighting Settings (or was it somewhere else?) in order to get that skybox

silk yew
#

assuming that the before is in built-in 3d if i remember correctly only the built-in pipeline supports multidirectional shadows while urp and hdrp only support 1 directional shadow even if u got multiple directional lights
that's the only problem i can see

solar coral
#

is there any built in method of converting a shader built for the default render pipeline into being compatible with urp, or is there a guide on what to replace inside the shader file?

solar coral
quaint marlin
#

Is it a bug that with urp+pixel perfect camera packaged with it + cinemachine you still get cameras fighting each other even though the pixel perfect extension is added?
if so, how to go back to unity built in pipeline?

warped skiff
#

Fightimg how?

ancient obsidian
#

i still cant solve it

#

enabled post processing

#

it only work when i put it into camera

#

put component

marble vigil
#

Stop crossposting about this issue please

tulip jay
#

hey, in this unity tutorial, the guy changes the plane's mesh filter to "waterBlock", ive added URP to my project and still dont see it, how should i get it?

lean gale
#

how do i only render part of the object in the vision cone using universal renderer
i have no idea how to configure the universal renderer data object

plucky patio
#

Iโ€™m kinda new to 2D in unity and I was wondering how I can create a shiny effect like this? Creating something like this easy in 3D but for 2D Iโ€™m kinda lost since materials work differently. Any thoughts?

twilit acorn
#

Although probably not so simple from the artistical point of view.

plucky patio
twilit acorn
#

Glossy effect would probably work the same way as in 3d if you were to do it with a custom shader.

ionic carbon
#

Beginner here. I have a black hole with a distortion effect that distortions everything around it, like the little green ship.
Is there any way for this distortion to affect the thruster particles (little flames)? They're rendering over the distortion so they're not in line with the ship.
Is there any way the distortion can affect the particles? Thanks in advance.

tepid dragon
#

On URP 12.1.7 with unity 2021.3.9f1, how can I sample from the camera render texture, as well as the depth and normals buffers, from a scriptableRenderPass? For the shader, I've been building on top of the Blit.hlsl utility, but I can't tell if my issues are coming from the ScriptableRenderFeature itself or the shader code.

render feature: https://pastebin.com/DM3vrAmK

shader: https://pastebin.com/nfjaSFVy

the output of the render pass (the camera is directly facing an opaque cube):

urban raft
#

Hello! Changed the target platform to android and the Sprite-lit-default material stopped working and does not show the texture of the object, urp is used in the project. help me please

hardy rover
#

There are requirements for urp specifics

#

Test it on at least mid-higu end devices

quaint marlin
#

Finding a workaround to URP Pixel Perfect Camera Cinemachine Bug

desert flax
#

I've got a decal projector but the decal is only projecting on to the terrain, all the other stuff is being rendered on top. Any ideas what I need to check?

hardy rover
#

Any side effects of using FSR for upscaling on non AMD gpus?

marble vigil
#

Do not crosspost, please

nocturne shale
#

hey guys a build of mine to iOS builds perfectly but when running the apk in the Xcode emulator i got this error, can someone help?

tardy grove
surreal valley
#

I'm trying to develop a 2D texture array to hold 10,000 slices. Except, I'm getting this error:

UnityEngine.Texture2DArray:.ctor (int,int,int,UnityEngine.Experimental.Rendering.GraphicsFormat,UnityEngine.Experimental.Rendering.TextureCreationFlags)```
Am I unable to create a larger format? I've heard that a pro to these are how much they can fit! Is it possible the graphics format? Thanks.
```tileArr = new Texture2DArray(51, 51, 10000, GraphicsFormat.RGBA_DXT3_SRGB, TextureCreationFlags.None);```
marble vigil
surreal valley
marble vigil
surreal valley
#

that's what I've heard texture arrays prevent which is why i wanted to use it

marble vigil
#

That's true, atlases need some extra care to prevent that

sand sigil
#

is it possible to use more than 1 render data if yes how do i go about it please help me

sand sigil
sand sigil
summer prism
#

Hello I have tile map rendering issues. there is like a line on the border of my tiles. does anybody know how to fix?

marble vigil
summer prism
#

ok that fixed it

#

ty

dawn bronze
#

So I can not add a "LightMode" tag to a shader graph? Is that a fact?

#

Kinda important when this is the only way to specify drawing settings in the render feature dontcha think?

placid laurel
copper pilot
desert flax
#

I asked about decal projectors the other day but I've got a bit more info now. I've got a projector just projecting a white rectangle straight down. When the game starts there's just a car on a large plane. If I turn the projector on at that point, everything is affected as expected. Then I do something and loads of geometry is generated, roads, etc. and also terrain. If I turn the projector on here, only the terrain is affected, nothing else as far as I can see. Does anyone have any clues they could give me on why?

polar cipher
desert flax
polar belfry
#

Hi, I just changed my forward renderer in an fps game, so i only need one camera. I used the render pass thing or what its called and followed a tutorial. It all works good but the ambient occlusion is now not applying on the gun render layer. Does anybody have a fix for this ?

royal iron
#

Hello!! Is there any way to use Complex Lit in deferred rendering mode? Or some hack so that it doesnโ€™t fallback to forward and limits the lights available!

plucky river
#

Hello there! Does anybody know why VFX Graph could be not working in my project? URP 12.1.7, Unity 2021.3.9f1 LTS (Also tried on Unity 2021.2.17f1 and 2022.1.16f1). Any VFX effect, even the default one just don't emit and don't show anything at all. I've tried to change versions, reinstall package, import effects from another projects where they were working, set the URP and Quality settings equal to that projects... Nothing worked. Any ideas?

marble vigil
soft lion
royal iron
royal iron
soft lion
royal iron
royal iron
cyan swallow
#

I've got a question with SRPs and editor behavior. It seems that in URP the scene tab and preview window actually both render their views at the same time, or there is no guarantee one finishes before the other begins at any rate. This means that if you have custom passes that rely on storing some data in a global property, those properties can be overwritten by the two cameras creating race conditions which give rise to nondeterministic behavior

#

Is this a bug? Is there an alternative to work around this?

#

For instance, I have a custom pass that requires the viewport size to accurately produce a regular dither pattern. To support RenderScale != 1, I have to store the viewport size manually in a global vector, because _ScaledScreenParams does not provide sufficient data to determine the render target size accurately (to within 1px). But then whenever scene viewport and preview window are different sizes, I get glitches

native socket
#

Does anyone know if I can write to a velocity buffer in a custom shader? one that would be used by motion blur

#

or would i have to write the implementation from scratch

jagged valve
#

Why are my sprites appearing as just cubes?

#

And that black shadow was never there before, it was a semi-transparent shadow, no idea why it's now fully solid...

cedar sleet
#

Does 2D URP with with android? The "New Project" page says 3D URP works with android but 2D URP doesn't..

#

Looking at the documentation, it looks like Android is supported but why would the "New Project" page say its not?

balmy vine
#

Anyway to change my default material when using URP? It's tiring to change it for every new material

soft lion
#

And are you talking about the material thats added when you create new object or the one when you create new material?

balmy vine
balmy vine
soft lion
#

@balmy vine Im not aware of that feature atleast. I think default material per imported mesh can be changed, im not sure. If thats really a problem, custom editor script could be used to easily change the materials/create objects with certain properties

balmy vine
#

Really wish it was a feature, URP already overrides the material for everything

marble vigil
#

You can assign materials to multiple selected objects at once

hardy rover
marble vigil
jagged valve
#

I figured out what it was. Something to do with upgrading my version of Unity.

#

Alpha channel was being incorrectly handled.

jagged valve
#

New issue popped up, now any shaders that had transparency are just filled with opacity but it only shows in game not in the editor

jagged valve
#

Only comes up in the game view, not the scene view, and has only started happening after i upgraded my unity to 2022

marble vigil
#

In my experience it's much more likely those issues show up when upgrading to an experimental version, as opposed to creating a new project

cyan swallow
#

Is it possible to define our own shadergraph targets for the scriptable render pipelines yet? I see in HDRP there is a DecalTarget, for instance. In URP it looks complicated by the fact that UniversalTarget is a sealed class?

#

(I'm trying to work around the old problem of not being able to add passes in shadergraph)

cedar sleet
#

Does 2D URP with with android? The "New Project" page says 3D URP works with android but 2D URP doesn't..

#

Looking at the documentation, it looks like Android is supported but why would the "New Project" page say its not?

marble vigil
#

Should be fairly quick for you to verify if you build android projects

wheat leaf
#

how do i add the 2d urp rendererrdw

#

is it too late?

shadow wind
#

So ive noticed something odd. Using URP decals, when I use automatic or dbuffer, if I use it on a Terrain, it won't currently show on top of any terrain layer after the 4th. I feel like this is something im just not sure of

cyan swallow
#

the frame debugger might help you take a look at what is happening after the decals are drawn

balmy vine
green torrent
#

has anyone any idea why im getting these jagged circle artefacts thru a reftection on a surface? lack of a refection probe maybe?

marble vigil
green torrent
green torrent
green torrent
green torrent
marble vigil
#

Restarting or reimporting may help

green torrent
marble vigil
exotic wasp
#

I made a maze and I got a spotlight working, but when I added a shadow caster to my wall it makes weird shapes

#

the first one is without and the second one is with the walls (darker grey) have a shadow caster enabled

#

is there a reason for this

#

oh god

#

I got it working

#

and it's lagging up a storm

#

bad idea

hardy rover
#

is realtime GI possible in Unity?

#

if so, what are the requirements?

marble vigil
hardy rover
#

@marble vigil how's the workflow tho, like, how it works with dynamic/static objects etc?

marble vigil
hardy rover
marble vigil
hardy rover
#

๐Ÿฅฒ

wheat leaf
wheat leaf
marble vigil
solemn zodiac
#

@marble vigil @hardy rover there is no solution from Unity's end, but Raytracing is supported in URP, here is my take on DDGI in URP. Got some artifacts as this was learning project not final solution. But realtime GI is definitely possible.

near spade
marble vigil
placid laurel
#

It makes things look amazing and doesnโ€™t kill your device

sour bronze
#

enabling "rounded" makes it a circle i think

#

hey guys I have a question relating to camera stacking

#

I wanted to have a render feature apply to everything except certain objects

#

the only way I could think to do this was by adding an overlay camera that and rendering the objects on a different layer

#

the only problem is now those objects dont render their shadows anymore

#

the way I thought of resolving that was by duplicating the meshes, turning off shadows on one, and setting the other to shadows only, then putting them on their respective layers

#

but im worried about the performance implications of doing that with high poly meshes

#

is there a way to go about this that won't have a substantial impact on the performance?

sour bronze
#

i guess more simply the question is if I can have an overlay camera render the shadows casting onto objects outside the culling mask

placid laurel
marble vigil
opaque plume
#

I made my lit material double sided for this flag, but why does it look so different on the backside?

soft lion
opaque plume
#

well yeah it is only one face

#

but since the flag will use cloth physics it can only be a once sided mesh

mystic violet
#

Why was my message removed ??

soft lion
slate spade
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i get this black artifact when using URP high fidelity, if i use balanced i don't see it. seems to have something to do with shadow, playing with the Near Plane setting on the Light's shadow setting affects it. is there some easy way to deal with this instead of playing with each individual light's settings?

hardy rover
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how would you get like super sharp shadows in URP? is that possible?

slate spade
marble vigil
#

If light's near plane has an effect, that's surely worth looking into

marble vigil
hardy rover
slate spade
marble vigil
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e.g. by making a copy of Balanced and switching the settings one by one to the values from High Fidelity to see when the issue appears

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That should reveal what the issue exactly is so it'll become easier to solve

slate spade
#

I tried that actually, nothing I changed in the quality settings affected it =/

marble vigil
slate spade
#

Yeah, this is an asset I picked up off the Unity store, I reached out to the creator to see if they have any advice

marble vigil
tribal steppe
#

hello guys, I migrated to HDRP few months back (with quite a pain)

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after using it all this time, I decided that takes a lot of work for a solo dev to make assets. I was thinking of switching to URP. Is there a procedure to do so? how painful is it?

marble vigil
tribal steppe
#

aha, I expected this

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I am thinking of switching before I write more custom HDRP shaders

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the volumetric lights are really something but beyond that I don't see any hardcore change and feel

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and wondering what extra performance can I squeeze out of it by going to URP

marble vigil
hardy rover
#

what a shame... I mean, shame on me ๐Ÿฅฒ

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I mean, the amount of sampling is just... insane

marble vigil
soft lion
cinder kindle
#

You can write your own shaders for HDRP in addition to creating them with Shader Graph

soft lion
#

Afaik theres no documentation about them and pretty much no one knows how it works (maybe unlit ones could be doable but lighting may be tricky)

wheat leaf
marble vigil
cinder kindle
tribal steppe
#

I made my own explosion effectes in HDRP shader graphs

tribal steppe
#

did you notice a big performance jump when going back to URP ?

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I feel like from a graphical perspective I could fake most HDRP things (except the volumentric lights, which I dont have it down yet from condig-wise) and because my game is kinda bullet hell wanted to see if i could get some extra performance with switching from hdrp to urp

tribal steppe
#

other thing is that I want to implement a split camera and I find it hard with HDRP

copper pilot
slate spade
copper pilot
mint juniper
#

I have a camera with a culling mask set to 1 layer (just the water in the gif) that is outputting to a render texture (RText_Channel_1 in the gif). You can see the output of the camera in the gif bottom middle.
For some reason the render texture is capturing objects the camera isn't (shown left in the gif).
The render texture works as expected though when I disable Enable Compatible Color Format in the render textures settings.
Anybody have any clue why this is?

#

Further testing it seems to be because I have 2 cameras rendering to 2 separate RTextures (each camera is rendering different layers), and both of those textures are using the same color format. If I switch either to a different format there is no issue

Enabling Mip Maps on 1 of the 2 also works

mint juniper
hardy rover
#

lol wrong place to post ๐Ÿคฃ

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will delete it

wheat leaf
stray scroll
#

is there any way to upgrade only selected materials to urp?
(instead of initialize converters and uncheck one by one)

marble vigil
final swan
#

Hi guys. Can you recommend a "good way" or low resource consuming way to play a video in additive mode (making black areas transparent).
I'm looking for a way to play some videos (complex particle animations I have) floating in the space with a glowing effect.

marble vigil
candid owl
#

meet a bug

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new Texture2D

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then SetPixels32, then texture.Apply(false);

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then Material.SetTexture();

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but the shader can't access it

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a black texture.

soft lion
candid owl
#


Color32 data = new Color32((byte)12, (byte)15, (byte)miplevel, 1);
dataCache[0] = data;
tex.SetPixels32(ID.x, ID.y, 1, 1, dataCache, MipLevel);

tex.Apply(false);
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this is the update code.

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I only update a pixel, then Apply(false);

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not all pixels

candid owl
#

need help, still don't know why

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in my old project(2022), it works.

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but when I create a new project with URP template, it fails.

candid owl
#

I also find it's corelated to color space

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if I use gamma space, it works.

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switch to linear space, fails.

vestal acorn
#

Does anyone know how to achieve the same affect as GL.wireframe = true, but in URP?

wraith kestrel
#

just switched to urp and converted my materials now the color is gone in my scene

wraith kestrel
#

something to do with post processing

eternal parcel
#

Is there a way to make a blur effect on ui with urp

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nvm

marble vigil
wraith kestrel
#

thanks buddy

solar coral
#

doing some fluid rendering and need opaque texture to be turned on, wondering which of the urp pipeline assets im meant to turn it on, on, if that makes sense?

solar coral
restive sigil
#

Are the any plans to try to get volumetrics built-into urp, like Godrays and such? I find it a big pain in the ass to try to make them myself ๐Ÿ˜†

marble vigil
sour bronze
#

another issue:
I have a UI camera that I'm used to draw the UI with its own post-processing volume, and that camera has the highest priority and only renders the UI.
it works fine until I adjust the viewport rect of the maincamera, where it just turns black and doesn't update unless its own viewport rect matches the maincamera's viewport rect. This would be fine if I wasn't trying to implement splitscreen local multiplayer and needed the UI to draw on top of everything.
is there a solution for this? is this expected behaviour?

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the canvas is set to render on world space and it definitely has the UI camera selected.

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hang on maybe the problem is the renderer I chose for the UI camera

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no i dont think it is

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basically the second the viewport rects dont match the only thing it renders is whatever it can see in the culling mask

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and it doesnt let everything else pass through

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oh and the 2nd camera is also makred as maincamera but it seems to only work if its on the 1st camera, which is higher in the hierarchy

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oh weird actually

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as long as the viewrect sizes match, the UI camera actually renders both what the 1st camera can see and its own UI on top of that

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so even if I offset them the UI still renders cam1+itself

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i wish I could send pictures to help

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this was the best I could get

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ignore the white on the right, snipping tool added that itself

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basically is there a way to do a UI-only camera with an uninitialised background type that essentially transparently renders over everything

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but is also screen space - camera or world space

sour bronze
#

man thats really frustrating, the post processing makes it look like 90x better

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i suppose I could concede and try designing a questionable paused indicator for the other half of the screen and make the UI shrink into player 1's side since they are the only one that has control anyway

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but that would certainly be not ideal

hollow creek
#

Did you figure out why locking/unlocking your android phone made your game run smoother?

cold geyser
tender wasp
#

I want to stack cameras, but my second camera isnt rendering my item

cyan talon
tender wasp
#

I got it working

wet kestrel
#

hey guys i have downloaded urp and i cant import any texture onto a object like im trying to use a render texture but it just turns white when i apply it what do i do to fix that?

restive sigil
#

You need to most likely apply your textures to the material again

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A little repost from #archived-shaders from yesterday.
I made a water shader a while back, decided to upload it to github yesterday. It's a mess, but still quite amazing.
https://github.com/Tespinen/Unity-URP-Water-Shader-Graph

GitHub

A flexible and easily editable water shader for Unity. Made in Shader Graph. - GitHub - Tespinen/Unity-URP-Water-Shader-Graph: A flexible and easily editable water shader for Unity. Made in Shader ...

wet kestrel
#

sorry im a begginer

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*beginner

restive sigil
#

Press on the material in the editor, and assign what you want to assign in the inspector

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If you've used the built-in renderer/standard renderer it's the same thing.

wet kestrel
#

usually i drag the texture onto the object and it just works but now when i do that it becomes white and i dont really know what todo

restive sigil
#

You need to assign the textures into the material in the inspector, as I said. If you find this confusing, check a youtube tutorial about creating materials in Unity.

wet kestrel
#

i just figured it out

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thanks so much for the help

restive sigil
#

Glad to be of assistance. ๐Ÿ˜„

wet kestrel
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have a good day

restive sigil
#

Thanks, ya too.

drifting summit
#

Hi, was hoping someone would be able to help me. I just installed the urp for my mobile game and trying to use decals for my character's mouth.

All is going well but whenever I build and take a look at the game on mobile the decals aren't visible. Searched this up and found lots of posts and forums about it but nothings helped sadly. Wondering if anyone else has had this issue before and knows how to fix it?

marble vigil
#

You could have a bit of extra geometry for the facial features which you swap between different expressions by animating material changing or UV offsets

drifting summit
#

Hmm I think I understand what you're saying. Not sure how to do that stuff but I can see what I can come up with

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My character is fully customisable (so could have a sphere face, cube face, pyramid face, etc.) which is why I thought decals might be the best choice for the mouth

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Thanks for the advice!

soft lion
marble vigil
soft lion
#

Why not custom shader that uses x and y coordinates of the head to display the face/mouth texture?

drifting summit
drifting summit
#

Unless there's some resource out there explaining how to do that specific thing

drifting summit
#

Will try that once I get back to working on the game. Thanks for the help ๐Ÿ™‚

gentle charm
#

is there any way to have blueish shadows in URP ?

restive sigil
#

Pretty sure there's a post processing option for shadow coloring and other settings too.

soft lion
rocky sphinx
#

Hi guys,

I'm testing Dots on the Quest 2. I was wondering: does Hybrid Render supports Quest 2? From my googling it seems it doesn't yet but I'm not sure...

nova mica
#

Hey, I'm trying to figure out how to convert this shader to URP, can someone help me?

Shader "Custom/MaskShader"
{
    Properties
    {
        _Color("Main Color", Color) = (1,1,1,1)
        _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
    }
        SubShader
    {
            Tags {"RenderType" = "Transparent" "Queue" = "Transparent"
    }
            Blend SrcAlpha OneMinusSrcAlpha
            ZTest Always
            Pass 
            {
                ZWrite On
                ColorMask 0
            }

            UsePass "Transparent/Diffuse/FORWARD"
    }
        Fallback "Transparent/VertexLit"
}
marble vigil
solar coral
#

it seems neither #archived-code-general nor #โœจโ”ƒvfx-and-particles could help me, so i come asking here, how can i get my particle system to always render, even when the origin (0 0 0) is not visible in the camera's view (i can send a video if my question is too vague)

solar coral
normal orbit
cyan talon
#

They've done it before with UI and it was fine

rocky sphinx
#

Has anyone attempted to use the DOTS hybrid renderer on the quest 2?

marble vigil
solar coral
marble vigil
solar coral
marble vigil
#

Which is likely why you don't get many answers

solar coral
#

i cant see particles when i should, due to the bounds being nonexistant, i can only see them when i see the origin

solar coral
#

im not the best at describing stuff...

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i can send a vid though?

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oh i forget discord doesnt like mkv, brb while i convert it

earnest raft
#

How do I fix this type of error?

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I transferred some urp materials to a new project

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including the urp pipelins

cyan talon
#

close and reopen unity and hope it fixes it

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if something can't be opened, then something might be holding onto the file forcefully. Even a proper restart might be required. Though I can't say whether that's the actual problem, it's not in the code!

earnest raft
#

but can you tell me

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how to do this

cyan talon
#

Close Unity, find the folder called Library at the root of the project, delete it, reopen Unity

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It will force Unity to do a full project reimport

earnest raft
#

aight ty ty sir

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Imma test this in another project file to see if it works ty ty

cyan talon
#

Yes

earnest raft
#

jsut making sure ty ty

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@cyan talon is this the reimport process?

cyan talon
#

Yes

earnest raft
#

I'll give an update if it work, hopefully it does

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BRO

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wtf

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it worked

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Thank you so much

marble vigil
#

The suggestions in forum threads often do

earnest raft
#

If I have to reimport the assets that caused or something

surreal valley
#

For the submeshdescriptor, what's the difference between the basevertex and indexstart? Thanks.

lime moth
#

uv debug material is black

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what does that mean

digital wharf
#

does anyone know of any good free tree assets that work with urp?
i cant find one where the mat isnt bugged

toxic forum
#

Materials don't bug. As you've been told before, if they're not URP compatible, they won't work.

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This isn't a bug, this is normal, expected, behaviour.

placid laurel
#

How come when I use deferred rendering in my project, and I build it, the probuilder material doesnโ€™t get rendered?

marble salmon
#

Is there a way to make bloom effect without enabling HDR in quality settings? As I really want to be shinny, but dont want to hit performance too hard as platform is Webgl... nad it sucks. Any tips?

marble vigil
marble salmon
#

But how to make it shine then. for example we have material, and i want it to shine. Without HDR is will be just Very red, and will not go ino bloom trigger field.

marble vigil
marble salmon
#

oh. So then I should adjust bloom threshhold at or 0.9999 but then make every single material not to get even close to that color level? hmmmmmmm

marble salmon
vestal acorn
#

Does anyone know how to achieve the same affect as GL.wireframe = true, but in URP?

hardy rover
#

With custom shader you can do that pretty easily, see this -> https://www.youtube.com/watch?v=pX7_ArmNftY

Help to support the channel if you are feeling super kind: https://www.patreon.com/dapperdino

Join our Discord: https://discord.gg/sn9xXK4

In this video I show you how to create a simple Wire-Frame shader using an imported texture an the alpha value to only show a 'wire-frame' of the object.
----------------------------------------------------...

โ–ถ Play video
marble vigil
hardy rover
#

yes, just randomly searched that without watching it ๐Ÿ˜„

placid laurel
#

I'm running into a nasty layering bug and I'm starting to think it's unity's fault (I use sorting groups) first is intended, second is the bug. Deleting all of the objects and undoing the deletion fixes it but that's not a good way to fix a bug like this.

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This bug doesn't occur in the unity editor

soft lion
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Everything is possible. How is this URP related btw?

tall python
#

I wasn't sure which channel this belongs to.. sorry!

tall python
soft lion
#

By stretching you mean same as scaling?

tall python
#

I mean that instead of copying the same object over and over, I could stretch it and it would copy itself. I have done this in a 2d project before(it was called tiled or something)

soft lion
tall python
#

are you from Finland?

soft lion
#

Lets focus on the problem yes

tall python
#

sama, so where do I change the tiling

soft lion
serene orbit
#

I turned on Screen Space AMbient Occlusion in my URP project, but I am unable to get it to affect the project. Is there some checkbox that I am missing somewhere? I have been trying to figure this out for two hours and watched a couple videos. They all always just check the box and it starts working.

proper basalt
#

Is there an easy fix for if your render pipeline just disappears?

haughty garnet
#

Does anyone know how I can access the width/height setters for the URP decal projectors? The general script does have a size Vector3 variable but seems like it contributes nothing to how it's rendered.

surreal jungle
#

Just added an overlay camera to the stack of a base camera (the main camera) and now my Raycast doesn't reach objects on the scene! How to fix it?

placid laurel
#

hey how do i upgrade a project to use urp?

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nvm just saw pins

placid laurel
placid laurel
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i didnt ask in which event you raycast

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show your raycasting code

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ok does anyone know why this happens after installing the URP and setting it up properly?

coral ravine
#

I want to upgrade from Built in to Urp

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after installing the package

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what should i choose here

proven ether
# coral ravine

No I believe you should go to the project settings and then quality after that click on the choose the urp thing and select one of those

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if one of them doesn't works switch to the other

coral ravine
# proven ether No I believe you should go to the project settings and then quality after that c...

In this Unity game development tutorial we're going to look at how we can convert an existing project, using the built-in render pipeline, over to the newer Universal Render Pipeline.

URP is a Scriptable Render Pipeline that lets you create optimized graphics across a wide range of platforms.

It also allows us to create shaders and effects vi...

โ–ถ Play video
#

but she had a different menu

proven ether
#

Don't worry

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try my method it worked for me

coral ravine
#

It's been 2 months and i have this problem

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I don't know why but upgrading to urp gets this problem

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creating a whole new urp project don't

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Everything is pink again

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This is really stupid

placid laurel
#

why do i need this many shaders... i have like 10 materials only... using the default urp mats

limber spade
opaque plume
#

How can i get anti aliasing in the scene view?

marble vigil
opaque plume
#

well thats fcking dumb

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but thanks for clarifying that

marble vigil
#

Would be nice to have, but not gonna ruin my day

opaque plume
#

was quite confused since it was always there with the old render pipeline

marble vigil
opaque plume
#

just wow

coral ravine
#

it's making the whole urp useless

marble vigil
#

Aside from that you need to follow the render pipeline upgrade instructions exactly
When switching pipelines, before converting materials they will be incompatible and appear pink, even if everything has been done correctly so far

coral ravine
#

Might do it again

coral ravine
#

I think the ones i've seen are outdated

marble vigil
coral ravine
#

is it important to have the latest unity editor version ?

marble vigil
coral ravine
marble vigil
#

Fixing the "couldn't open include file" error one way or another probably should be your priority, in case it prevents URP from working properly

coral ravine
#

So yes that would be helpful

marble vigil
#

I don't know what exactly causes it, but it sounds like something went wrong within the editor or its packages, rather than something you did

coral ravine
#

im new to unity but not dumb enough to mess editor files

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i did install it when i just started the project and there were few stuff in it

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yet it never did work so i didnt use it at all

marble vigil
#

Tedious but rarely fails

coral ravine
#

and the progress would be a bit haard to move but that would be the last way to solve it

coral ravine
#

im so greatfuk for you

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Thank you !!!!!!!!!!!!

limber spade
#

Yeah removing Library folder as well as Re-importing All can work

fading seal
#

anyone know or have a link to the benefits of forward+(clustered) vs deferred?

hardy rover
#

forward+ is just that you can have more lights in the scene...

As for forward vs deffered, these are common terms, you can find this on google... just to add, deffered is useful for highend rigs, and the implementation in Unity is still experimental even in the latest versions

soft lion