#archived-urp

1 messages · Page 3 of 1

hardy rover
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Sure, culling lights spatially rather than per object is what it does, and mostly be useful on outdoor scenes... tbh, I see no difference in the project I'm working right now 🙂

marble vigil
lime moth
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supplying mesh filter with mesh containing loose vertices causes the mesh to be broken

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why is that?

soft lion
fading seal
marble vigil
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Not having the limitations of deferred is the advantage

lime moth
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if i didnt remove loose vertices

fading seal
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yeah, I get that, I just thought there would be more to it than a higher light count. All documentation still points to 12.x and a quick glance at the beta forum doesnt yield more info either. Sort of wondering what the drawback if any between forward/+ or if its strictly a low end mobile reason that the original forward is left as it is

lime moth
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i would break the 65k vertice limit

acoustic aurora
# marble vigil As far as I know it is the same as old forward with the light tiling/clustering,...

It will also allow for additional features, like more than 2 reflection probes per object. I asked about Forward+ in the SRP Dev Blitz going on right now:
https://forum.unity.com/threads/urp-forward-tiled-vs-clustered.1342517/

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Sorry, meant to reply to @fading seal

fading seal
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thanks!

soft lion
# lime moth i would break the 65k vertice limit

You can have up to 4 billion vertices if you change Mesh.indexFormat to the 32 bit one. Having loose vertices is obviously just waste of resources, you should remove them anyways when theres no specific reason to have them

lime moth
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for exmaple for a 300k triangle mesh it takes about 45ms to split it and 45ms to remove loose vertices (from one piece, so in total its 90ms for both sides)

soft lion
olive kraken
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Has anyone used OmniShade PBR?

sand quest
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Give me your vote guys!

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this has been reported a while back but it seems it hasnt been touched

placid laurel
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does anyone have any advice on how to have certain cameras have the render get darker the farther away from the camera its looking?

placid laurel
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what are the best and most essential libraries that work with URP? I know of shader graph and effects graph... is there anything else?

static shadow
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Hey guys, posting this here as I’m a little lost on what the issue is. This issue is only occurring on a build.

When I use forward rendering on my project, the map appears to appear rainbow from 0,0 like the image below.

When I use deferred rendering, none of the light sources are working except for emissive objects.

This would probably be easy to figure out if it was happening directly in Unity but it’s only occurring once I build the project.

Just wondering if anyone has saw this before?

cyan talon
static shadow
cyan talon
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No idea then, sorry. Perhaps try remaking your URP settings/renderer if it's not going to be too much work

static shadow
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Would those even matter if it’s only happening on a finished build? I figured any shader issues would be in-editor too.

soft lion
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It seems very very much like some debugging mode. I dont think any shader issue would produce that

static shadow
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Yeah that's why I decided to pop it here instead as it's definitely something renderer/build related. I took a dig through settings and I didn't find anything related to debugging mode that would affect this in particular. I do know that I brought it up again some time ago in this chat (what I'm replying to) however that does not seem to have fixed it in this case so it must be something else.

static shadow
soft lion
hardy rover
static shadow
summer kelp
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Any idea why I have this weird flickering effect happening from time to time? Camera is ortho and Anti Aliasing is disabled

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Its also not the background color cause that is #110F1A

summer kelp
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AH I needed a sprite atlas it appears

marble vigil
static shadow
marble vigil
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Except that it probably was an actual rendering problem, not a debug view or something like that even if it deceptively looks like one

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If you can switch around some render pipeline settings and find what affects it, that could narrow down the terms to google for and find other cases for advice

static shadow
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If you scroll down a little bit past that post I figured that if you switch it to deferred rendering, the entire scenes point and spot lights don’t work.

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I wasn’t able to see any results for that.

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At this point I don’t care what renderer I wanna use I just want it to not be rainbow and have working scene lights.

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It’s so strange because it’s only on the built project. Not when I just hit play.

marble vigil
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I'm not finding the same issue by googling, but if you find the specific problematic setting or circumstances under deferred rendering, that would narrow down the search a lot

placid laurel
static shadow
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Deferred with no accurate g-buffer: no lighting
Deferred with accurate g-buffer: no lighting
Forward rendering with native renderpass: rainbow
Forward rendering without native renderpass: rainbow

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I’m trying the shader stripping now

static shadow
deep yarrow
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Hi all, I'm trying to learn how to do custom post-processing in Unity and I'm following this tutorial in the URP manual for doing a fullscreen blit, ignoring the XR-specific stuff
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/renderer-features/how-to-fullscreen-blit-in-xr-spi.html

I'm getting the error You can only call cameraColorTarget inside the scope of a ScriptableRenderPass though, how can I get around that?
My code for setting up the renderer feature is the exact same as the code in the tutorial itself btw, though I'm using renderer.cameraColorTargetHandle instead of renderer.cameraColorTarget in AddRenderPasses since the latter is deprecated, apparently

errant isle
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Are there official resources to learn all of these settings, features and functions? I have a vague idea of what they all do and can generally achieve desired results by just messing with it but I would love to start really understanding what is going on in order to make more complex SRP features

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where can I learn about this stuff

deep yarrow
placid laurel
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found the answer nvm

placid laurel
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how do i make (using nodes) a variable that goes from 0 to 1 and stops (at a specific speed)

deep yarrow
placid laurel
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another solved mystery for me 😂

hardy rover
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kinda sucks tbh 😐

deep yarrow
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Yeah, you’re not wrong 😢
Thanks for that link though, that should be useful!!

verbal niche
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Hi, is it possible to find out which editor version is used for the current state of urp repo in official unity github?

sleek furnace
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i need help i am making a vr game in urp the problom i am having is that when i build it my camera goes werid like in old tvs where random stuff shows up on the screen but its on the camera so yea idk

fleet birch
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hey guys. sorry for the noob question, but why am I missing the Forward Renderer under graphics in project settings and no option to create new rendering asset (forward renderer). I don't even have the option to select Universal RP - High Quatility. I'm using unity 2021.3.11f1

mystic delta
fleet birch
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Professional. Thanks you 🙂

mystic delta
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@fleet birch Also make sure that Universal RP was installed in the Package Manager in the first place, tutorial should've covered that.

fleet birch
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Thanks, but i literally started the project in URP 3d. it SHOULD be there. im using URP-HighFidelity, and as i can see, the forward renderer assed can be found in Universal RP-HighQuality. but i am missing this also

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im trying to copy paste the assets from someone else straight into my project and modify it there

dry willow
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Also note that if you're on newer versions the Forward Renderer asset was renamed to "Universal Renderer", as it can be used for both Forward and Deferred rendering

fleet birch
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nice! thank you @dry willow . This info i couldn't find anywhere

errant isle
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What can be done about URP decal projectors rendering infront of custom render object features, seemingly ignoring the setup

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Is there a setting I'm missing when adding the decal render pass feature

placid laurel
surreal jungle
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When I added a camera to the stack of my base (main) camera my raycasts based on OnMouseDown stopped working, any ideas why?

noble glade
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While using 2D URP pipeline, when I put my spriterenderers on a different Sorting Layer, they go completly black

noble glade
surreal jungle
noble glade
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idk then

crude pivot
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hi all, i'm having an issue when I try to add a Decal renderer feature: "Only universal renderer supports Decal renderer feature." I'm pretty sure I'm using URP everywhere so not sure what's up -- thoughts?

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(this is URP 12.1.7)

marble vigil
crude pivot
odd shale
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I have just added some vertex colors to a very basic mesh and im looking at this extreme slowdown when building:

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this is absolutely not worth it and also not at all what I expected. How can I undo the vertex coloring and/or what is the right way to use this? Should I just make material variants with some preset tints instead? 🤔

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I have since deleted the objects with the vertex colors yet it still does this when building. It did not do so before and is making the build process extremely slow with no benefit whatsoever (no vertex colors are used in my scene). How can I get rid of this in my project?

warped skiff
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i had that problem with one of my projects too but no one asnwered me before

odd shale
warped skiff
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alright

odd shale
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My guess is once that process starts going it needs to finish at least once. Afterwards it noticed I no longer used vertex colors so it did not bother me again. While I still like to use them its not so important in the big scheme of things. I still have a lot of trouble with basic things such as baking lighting and the like so 😅 Enough other stuff to focus on

cyan talon
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Can anyone else confirm for me that on 2022.2 URP (v 14.0.3) the depth buffer in the game view for gizmos is upside down?
(I'm drawing where the meshes would be if they were flipped in white wireframe, highlighting where the depth tested fade is happening)

slate spade
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how do i make post processing not affect a layer in URP?

slate spade
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i added a new UI camera and created a new layer, then just uncheck post processing. that seems to work, but now i have an issue where there's some items inside a canvas i want to have post and others i dont (screen space camera canvas), is there some way to have some affected and not others? or do i need to go and create a new canvas and separate things out?

pure horizon
cyan talon
cyan talon
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Move the sphere/cube over the gizmos

pure horizon
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ah

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now i see it

cyan talon
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It's upside down for you too? yeah! wtf

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Ty, I'll be reporting this bug then

pure horizon
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that what the beta is for

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seems they have done some work on the game view

cyan talon
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I think it's URP-specific nonsense

pure horizon
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mabye

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the new fullscreen options are nice

pure horizon
cyan talon
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Yeah. The frame debugger also is quite busted for me at times

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flickering nonsense

pure horizon
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the lower one is the result of the copy depth texture

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the input texture is the same

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so its messed up before that

cyan talon
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Yeah, I've taken a gander in renderdoc. I thought I was to blame (or there was something I needed to do to fix it) because I was doing some of my own rendering around the gizmo phase. But no, it's just straight up borked

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Bug has been reported, so they can hopefully fix it and I won't have to take bug reports that my own package is broken 😛

pure horizon
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i can see how you would thing that is your own fault at first^^ but that the beta for you 🙂

urban raft
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I set the value of the grid snapping on the upscale render texture and the camera began to show the pink screen if you return it back, then everything becomes normal. Can someone help what could be a mistake?

placid laurel
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Since lights are per-pixel, to make them cheaper, could I make them like “per 10 pixels”

So the lighting looks kinda blocky

marble vigil
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They're not per pixel like that

placid laurel
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Oh alright

warm meteor
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before i cry, i need to know. does the oculus quest support URP textures?

marble vigil
warm meteor
cinder kindle
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URP runs perfectly fine on Quest

fleet birch
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Hey guys, how can i make a sphere be rendered from the inside on unity 2021? i'm a complete noob. I have a sphere, created a "universe" shader material to it, and i want to put an object inside of it, and when it spins inside the sphere, the background should be the stars from the sphere itself

hardy rover
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either flip the normal or just set the material to be two-sided

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and you'll still have an issue with camera's clipping

dim path
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Hi. I have a very specific issue and please keep in mind that I'm a modeler, not a programmer at all.

I need to use 2019.4 for my projects, and only "3D" one, not a URP or any other, it's not for discussion.

If I'm right, shader graph and VFX graph are not supported there.

So I thought if it's still the code, can I just make what I need in URP project and then transfer the code itself to my project? Would this work in theory?

soft lion
glossy sparrow
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HI 🙂 i wanted to make a demobuild of my project today in 3DURP unity 2021.9f1 and my build is way darker than in unity editor scene view

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can someone help?

marble vigil
placid laurel
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@dim path

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You maybe want to try amplify shader

lime lily
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why can't I connect this to the vertex?

soft lion
steady osprey
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Can someone help me optimize a scene?

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i have a procedurally generated scene (which doesn't allow for baked lighting for all I know) with worse case amount of point lights being 2500

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I currently have a culling script that stops rendering anything out of a set render distance and out of the camera frustrum

fierce spear
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If someone could help me out that would be awesome! I’ve been having a huge problem where my point lights keep disappearing and reappearing depending on my camera’s/scene view’s position. I have a prefab of a wall torch. This prefab has two point lights. One light where the fire is, to get a nice looking shadow from the metal cage surrounding it. And another point light a small bit away from the torch to light the environment some more. Both lights are set to be real-time. The problem starts when I have 3 or more of these torch prefabs in a scene. They all seemingly turn on and off as I move the camera around. Please help. Thank you.

late monolith
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Is it possible to make lights shine through the fog? Right now only if you make the intensity very high you can see light through fog but is it possible to change how it works

hardy rover
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you mean as in light streaks/god rays?

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it requires certain light densities to achieve that, or just fake it through custom render feature

late monolith
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Mostly just the light itself not specifically rays or anything

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But something like volumetric lights is interesting i think

fierce spear
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Thank you so much man I’ll try that now🙏

steady osprey
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It's kinda good, the problem is I want good lighting on my office ceiling tiles which the point lights provide. Will light map do the same thing?

soft lion
steady osprey
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I turned down the resolution and disbled lights out of view.

marble vigil
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I would've expected unity to cull shadowmaps for lights that have all their affected meshes culled by culling methods

steady osprey
coarse tangle
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i'm having some trouble using a framebuffer texture that blits after rendering transparents. i wanna use it on an object that will explicitly and exclusively render last, but i can't get it to not be included in the transparents group when rendering, so it always has a one-frame-older version of itself always appearing in the texture it's using.

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i tried several approaches, including using an overlay camera that would be used to render just that cylinder, but i can't get it to do a depth-only clear, so then my cylinder renders on top of everything.

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in another i tried tagging the shader of this particular object as an overlay type, rather than transparent type and queue, but that had no effect.

echo tulip
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Sorry if this is answered elsewhere (I have googled a bit) but where can I find high level pros and cons of using URP vs. the built in render pipeline for a 2d game? For example, can you use either for development for all platforms, does URP let you get certain graphics/aesthetics that built in cant, etc. Thanks

coarse tangle
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as far as I know, all 2D rendering is effectively the same between URP and legacy

echo tulip
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Thank 🙂

placid laurel
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why is the decal looking so weird?

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like shouldnt it only put the lightning on top of whats behind and not that weird white square?

coarse tangle
placid laurel
late monolith
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Could custom fog be implemented with a render feature and be made so it allows bright lights to shine through it?

cedar sleet
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How do I fix this?

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I have already converted all of the materials in my project to URP

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All of the other materials on the object are normal

paper spruce
# cedar sleet How do I fix this?

Could always just create a new material and replace it with that one. You probably have to extract materials to get access to it from the import settings of the object otherwise

coarse tangle
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You can override the imported material with your own

pearl parrot
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is there anyway to optimize transparency for mobile?

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i wanted to do something like a low resolution glass

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just wondering if that even helps

pearl parrot
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ok i just found a really popular method for fake transparency that is frequently used in the 90s
dithering

soft lion
pearl parrot
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ok so i got this result, it doesn't look accurate compared to through the lenses

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i think it looks decent enough

soft lion
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I think dithering could be made work with vr too, not sure how

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Id try different ways to map the dithering texture/similiar like screen space/uv space etc.

pearl parrot
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well

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that screenshot kind of shows it

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i haven't tried it on build tho

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only in editor for now

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next time when i discuss about it, im going to do it in the #archived-shaders channel instead

west ether
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how do i disable the urp template fog

pearl parrot
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go to the lighting tab and go to environment

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if on a newer version

lapis ridge
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Hi guys,
How can i make the fog also "fog" the skybox? I cant effort any store assets and seen some vids for shaders but where would i inject that shader? Can someone help me?

lapis ridge
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I just made the skybox to unlit shader and made the color match the color of the fog

marble vigil
# lapis ridge I just made the skybox to unlit shader and made the color match the color of the...

This is basically the same as having fog affect the skybox
Since the skybox is an "infinite" distance away, it'd always be purely the fog's color (so, no skybox)
Usually the most practical compromise is to draw a gradient of the fog's color over the horizon in the skybox image (if not using the procedural one), this way you can have skies above and far away objects blending with the skybox in the horizon

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Another approach is to (usually to supplement the above option) implement a shader that fades geometry to fog color just like normal fog, but also fades geometry to skybox color at larger distances, effectively fading them seamlessly

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I'm not totally sure where such shader needs to be implemented in URP in current year

lapis ridge
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looks like this

marble vigil
lapis ridge
# marble vigil This approach seems quite prone to problems, I recommend the fog color gradient ...

the problem i have with the normal fog is, when i rotate the player camera things that were in fog come into view. the mesh thing eliminates that but it comes with other problems like you said ... i remember i used in the past deferred fog but deferred rendering doesnt seem to work in urp and googling about fog you find something about globalfog but that is deprecated. why is fog such a complicated thing 😩

marble vigil
# lapis ridge the problem i have with the normal fog is, when i rotate the player camera thing...

Deferred rendering is available in modern URP versions, but that's not related to deferred fog at all
Fog is calculated using the depth texture which is distance to camera plane, so it's really noticeable with linear fog but less so with exponential and exponential squared modes
The calculation to change that to "distance to camera" is expensive, but not sure if it's so expensive that you wouldn't want it as an option
Surely possible if you end up implementing your own fog

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Why isn't all of this simpler to reach and change, that I don't know

lapis ridge
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Do you know some resources to make your own fog implementation? how do these assets do that? would that be a shader? and then, who would "get" that shader?

marble vigil
small zenith
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is it possible to have 2 cameras seeing the same object but with different materials?

errant isle
marble vigil
rotund ivy
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sorry, does anybody know how can i add light cookies support in custom Shaders?
Seems like only Lit shaders support light cookies in URP.

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i come from built in where all shaders supported it

surreal violet
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Hi all, i have designed a 3D model its unwrapped and it has materials with normal, height, base, metallic, smoothness, emissive maps , id like to publish it on unity asset store, how can i determine and know on what pipelines it is going to be compatible on ? (if its not right channel to ask lmk pls where to post this, and ill delete)

simple agate
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Is URP not recommend for VR ?

marble vigil
placid laurel
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Oh

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Uh

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Tree materials don't work

haughty garnet
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The sprite renderer is behind the mesh btw

soft lion
haughty garnet
simple agate
soft lion
marble vigil
haughty garnet
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and if the mesh itself is very small but directly center to the sprite, this wouldnt occur

simple agate
small zenith
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try changing the shader to URP>Nature>speedtree 8

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Can you change the transparency of an object with "Render Objects" renderer features?

placid laurel
haughty garnet
# soft lion It can be but its not guaranteed. In this example you can see how the orange wal...

Ok, so apparently this problem derives from transparency sorting since both, the sprite and glass, are transparent. Seems pretty hard to solve for the 2.5D game I'm making, so the only thing I can think of is making my sprites opaque and use alpha clipping to solve this. Otherwise, changing render orderings depending on camera positioning, but that's probably too hard to optimize.

small zenith
placid laurel
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And forces me to use tree creator bark

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So what do I do

small zenith
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hold on I just tested this

placid laurel
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So

small zenith
small zenith
placid laurel
small zenith
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youre just changing the shader

forest light
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Trying to fix this weird foggy/lightning issue on faces of objects- this effect is fixed to the sides of the model and doesnt seem to be a symptom of lightning (changing lighting in any form has not changed the effect at all)

I believe it to be an issue with the Mesh provided to the mesh filter, or something with a UV map...

Its important to note that the models these occur on are not Cube Meshes, but rather imported from PICOCAD. Picocad exports the texture png, a .MTL file, and an .obj file. AS you can see with the brick "standard cube" in the top URP example, the bug doesnt occur on that one at all. Thats just a unity cube model. (That weird gray cube next to it is using the same texture, but appears different due to the default UV from pico8. This isn't too important)

I hear that .mtl files arent supported by unity, but after deleting the .mtl files the objects were completely unaffected, nothing disappeared, so it seems as if they were irrelevant.

This issue does not occur on standard 3D projects..

forest light
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solved now. Issue with how the normals were set up.

placid laurel
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Does light intensity affect performance at all? I know Range does

clear goblet
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No, range can affect perf in a forward renderer since more object will have to calculate that light but intensity is just a value used in all affected objects anyway so it does not matter if its 0.01 or 10000

soft lion
clear goblet
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Unlike forward where it is per object * per light * per fragment

soft lion
clear goblet
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I think we are confusing range and size here

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Ofc a wider spot light for example will illuminate more pixels and hence cost more performance

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Range will affect how far the light reaches and cause more object to be hit by that light but in the end the number of pixels in the gbuffer will not change

marble vigil
clear goblet
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Ofcourse there can be a edge case where a really long and narrow spot light for example would illuminate a pixel in the distance, causing more operations to be calculated. However (for me at least) range mainly affect the number of objects being light and that number is not a factor in deffered.

soft lion
# clear goblet Range will affect how far the light reaches and cause more object to be hit by t...

I think the way you think deferred works, every pixel on gbuffer is processed once and list of lights is used to determine how much light each pixel should receive right? However thats not the way deferred works. In reality, every light is rendered using a mesh that represents the light shape (sphere for point light etc.) so that it takes different buffer values and light properties into account (similiar to decal projection). If the camera is inside the light source, the light is rendered as fullscreen quad which obviously is somewhat heavy. The bigger the range, the bigger the light source mesh is and therefore that mesh covers more pixels on the screen -> more fragments.

brave hawk
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i set urp there

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but there is still this warning in console

floral wolf
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is it set in the Quality tab

brave hawk
floral wolf
brave hawk
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set

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still doesnt wor

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k

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@floral wolf

floral wolf
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have you tried clearing the console output to make sure it isn't an old message?

brave hawk
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it works now

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thx

floral wolf
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👍

dire robin
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so i am trying to make a triplaner stochastic shader,but for some reason i can't figure out how to do it,there is nothing on google and multiplying them doesn't seem to work(it makes the color darker)

echo tulip
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This is so frustrating. As far as I can tell, it’s impossible to achieve the Depth of Field (blurring in the distance) effect in 2D games if you are using URP. This is such an important/basic visual IMO (makes games like Hollow Knight look great)

Has anyone else experienced this?

white temple
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hello anyone know hoe to solve this error ? Mounting archive file system for lighting data asset failed ? i fount only option to run unity as administratot but it doesnt help :/

small zenith
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is it possible to change the alpha of a specific renderlayer, per camera?

charred siren
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hey guys, is there a modifiable fullscreen roughness texture that i can manipulate with a render feature/ fullscreen pass?

marble salmon
marble salmon
# small zenith is it possible to change the alpha of a specific renderlayer, per camera?

Yes it is possible. However it will be a bit more like workaround than anything. One apporach to have two bojects which are rendered only in different layers and jsut have different alpha. That duplicates game objects but works as you want. Another one, is to create smart shader , here is an example:
https://assetstore.unity.com/packages/tools/sprite-management/3d-mask-227655?aid=1101l96nj&pubref=sep22tools&utm_campaign=unity_affiliate&utm_medium=affiliate&utm_source=partnerize-linkmaker

marble salmon
# charred siren hey guys, is there a modifiable fullscreen roughness texture that i can manipula...

Sorry no idea what you want to do. You can just add canvas full screen with texture. To have super simple veriant. you can use Cameras stacking, so render something on one camera and then combine both cameras into one.
https://www.youtube.com/watch?v=OmCjPctKkjw&t=1s&ab_channel=Unity

Other way is just to edit your rendering pipeline , depending on what you are using. But I dont understand your problem exactly, so cant say anything else

In this video we're going to take a look at Camera Stacking with the Universal Render Pipeline, in short URP, using Unity! Using Camera Stacking you can layer game UI in Unity very quickly, and author high quality user experience.

Download the Cockpit demo, along with other URP example projects here!
https://on.unity.com/3jUFeQm

More info on...

▶ Play video
rich sierra
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Hey, why is my character not rendered as outlined in red? I followed Brackeys tutorial (https://youtu.be/szsWx9IQVDI) so the sprites remain visible as outlines when they are occluded. Any ideas? Of course my sprites are on the layer sprites as set up here. In fact I double checked with the tutorial and it should work. Do I have to check a box in the URP-render settings that I missed?

Let's learn how to render characters behind other objects using Scriptable Render Passes!

This video is sponsored by Unity

● Download Project: https://ole.unity.com/occlusiondemo
● More on Lightweight: https://ole.unity.com/lightweight

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rich sierra
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Are sprites rendered in a way that prevents what I want to do from happening?

tropic pine
hardy rover
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it is working, make sure you enable the rendering layer in your urp asset

tropic pine
#

thanks! Yeah that was the issue

charred siren
#

in HDRP you can modify the NormalRoughness texture in a custom pass before lighting

#

i wanna do that in urp

tropic pine
#

What's the equivalent of LayerMask.GetMask("Some Layer") for the Rendering LayerMask?

#

Can I do this? (uint)LightLayerEnum.LightLayer1

bright bramble
#

any of you fine lads know a function that behaves like OnRenderImage() but works with URP? I'm trying to make a function that records each frame (from a specific camera) as it's rendered.

copper pilot
#

Second, if you look at Hollow Knight in particular, they aren't using depth of field. They use a single blur not based on depth. So no, the 'depth of field effect' in the effect list isn't what you want, because it is based on the depth buffer sprites aren't writing to.

#

You could use sprite shaders with depth if you wanted to, but more practically you can just stack cameras and blur the background ones.

#

Of course, and by far the easiest method, you could just use blurry assets in the background. That's the method I use. 😄

dry willow
# bright bramble any of you fine lads know a function that behaves like OnRenderImage() but works...

You could use a Renderer Feature, specifically one using a Blit (camera source to custom texture ID destination). For example : https://github.com/Cyanilux/URP_BlitRenderFeature
Though if you need to actually save multiple frames that might get a bit more difficult, that feature might be a starting place to look at still.

Since you only want it on a specific camera, if you have multiple cameras can also provide multiple Forward/Universal Renderer assets on the URP asset (i.e. one without the feature and one with) and select which Renderer to use per-Camera.

Alternatively could use RenderPipelineManager delegates to EnqueuePass on the ScriptableRenderContext (similar way you would in a feature, just contained in C# rather than needing to mess with the assets)
https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager.html

charred siren
pseudo sequoia
#

Hi everyone i cant download URP e-book for a while. Unity's website have issues i guess. Can someone share with me ?

winter gale
#

My day night cycle stopped working correctly when I switched to URP, the lighting stays on whatever i started it on as it switches time of day. But when I manually switch it in scene view it updates correctly. Any fix for this? (dont know if i explained it very well)

#

Like in play mode the lighting doesnt change as the sun moves

winter gale
#

@cyan talon Sorry to bother you, but i cant find a fix for this

cyan talon
#

Your materials look like they're reflecting the old sky, you'll need to either make them less smooth or update the reflection probes

winter gale
cyan talon
#

reduce the smoothness on the materials

winter gale
cyan talon
#

presumably metallic is also 0?

winter gale
#

yes

cyan talon
#

No idea then

winter gale
#

Theres got to be a way to just turn off reflections in urp right?

winter gale
cyan talon
#

Is your normal map texture actually marked as a normal map? I can't see why it would look so shiny if the material looked like that

winter gale
#

Shouldve started the project on urp, but I didnt know what it was before

hardy rover
#

set lower number of your smoothness

#

just set it to 0 and see

#

btw just hop in without seeing the context/conversation above

cyan talon
hardy rover
#

His maskmap doesnt look properly mapped

#

you'd get yellow-ish color if it's correctly mapped

#

Proly just a dummy maskmap which I often see people do in #⛰️┃terrain-3d , by just putting a flat greyscale texture which can f'd up lotta things

hardy rover
hardy rover
#

oh now that I think about, proly that behavior due to DrawInstanced terrain... hmm now that makes sense

echo tulip
soft lion
copper pilot
#

Though I believe that you can stack 2d and 3d renderers in a single scene(or, at least, that is a planned feature- I'm not sure if that is the case yet since a lot of the 2drp stuff is still experimental)

#

Also, you need to be using 2021.2 or higher, so if you need a fully stable version of unity that might give you reason to wait 😄

solemn zodiac
# winter gale Theres got to be a way to just turn off reflections in urp right?

To update scene lighting use DynamicGI.UpdateEnvironment(); this will cause lighting system to update reflection probe and others, the reflections will be prevelant on Metallic materials still, for that you can use RenderSettings.reflectionIntensity = 0-1 to control reflections in your scene. Using RenderSettings.ambientIntensity = 0-1 can be usefull also to better and more smoothly control the transition of ambient illumination.

marble charm
#

can I get a little help with lighting my level?

#

this is currently what I have lit up

#

as you can see there are quite a few dynamic objects that don't have lighting baked into em, and I want them to receive lighting

#

I've tried using a light probe group, but it had limited success and tbh using it scares me, idk why they all stay connected and it made the lighting a bit jank

#

this is quite literally my only experience in lighting a scene in unity so I'm very inexperienced... drop a ping if you can help 😁 👍

marble vigil
#

Light probes are like little invisible light sensors you place in places where the light can reach (not inside static geometry) so when you bake they evaluate lighting at their position and at runtime apply that to nearest dynamic objects

#

Reflection probes do much the same but with omnidirectional cameras to create specular environment reflections

cedar sleet
#

Where are the properties to set the materials colour in URP?

#

It was here before but not its not

#

Oh nvm, it seems to be with the shader. Why can't I change the colour on the default URP 2d shader?

twilit acorn
#

They simply did not expose the property to be editable in the material inspector.

cedar sleet
#

I still don't understand? How should I be editing the properties such as the colour?

jade valley
#

Any ideas why im getting jaggered edges in my game? i have AA set to 8x but i can still notice it a lot, even on the shadows you can see the jaggered edges

opal inlet
#

does it show up in the game view?

#

if it does, if you're using deferred msaa wont work

#

in that case use smaa

marble vigil
jade valley
opal inlet
#

check your renderer asset in Assets/Settings

#

if it's forward and still not working there might be some renderer features that somehow interfere with msaa, in which case you can use smaa in the camera component instead

#

it's faster too

jade valley
#

Thanks guys, will try it out when I'm back on

proper cradle
#

Hey there guys!

Quick Question: I created my project using 3D URP template. Do i need to keep the URP_Template default files in my project?

#

I feel i have to keep at least the settings?

marble vigil
gritty gyro
#

Hey folks, is anyone familiar with reflection probes? The issue I'm having is in URP and built in pipelines, reflections probes can't be rotated. That means interiors in my game have to sit at 90 degree angles or the box shape of the probe wont fit. That seems like it must be a common issue. Anyone have suggestions?

echo tulip
jade valley
opal inlet
#

and disable msaa altogether

marble charm
#

the engine keeps connecting to probes in other rooms

#

some rooms have dark spots when I walk through them

#

are all the different probes supposed to be connected?

#

should I just use one?

marble vigil
#

Perhaps it's better to find guides or examples

jade valley
tawny ice
#

Hi hi, I got handed an old project (version 2020.3.33f) a couple of days ago, but I noticed that it uses HDRP and I can't make a WebGL build with it. Is there any reasonable way to change those assets to work with URP? I'm very new to Unity, so I'm kind of lost and any hint would really help. Thanks in advance!

The error before building tells me to use the Vulkan API for it but I have found nothing about it online.

placid laurel
#

Why do these rings appear? is it just my monitor

soft lion
placid laurel
#

Oh alright

#

They don’t really ruin the look too much, but still

errant isle
#

So I have this custom render feature / custom render pass that pixelates and dithers and applies a LUT to my frame. I have set the pass event to 'Before rendering Post Processing'. Now traditionally, an event that is labelled 'Before rendering post processing' I would expect to occur before rendering post processing. However it seems to disable post processing, as opposed to simply being drawn before post processing. Anyone have any advice for someone trying to learn SRP stuff ?

silent flume
#

Long story short,
I have this gameObject

#

It simply uses a sprite Renderer and Animator to play a image sequence

#

How in gods name do I make it render in FRONT of all other objects 😭

#

I tried adding this in the URP renderer assets

#

didn't work though, i was just following some youtube tutorial

#

Also keep in mind I am making this for VR, so i'm not sure if having 2 cameras is ideal for performance

silent flume
#

FIXED IT : by setting URP-Renderer > RenderObjects > Filters > Queue to transparent

placid laurel
#

Is there an auto exposure post processing effect or a way to use the post processing stack in URP?

tawny pine
#

does any1 know why my overlay camera does not work

#

i even looked at the video unity has and it still didn't work

hardy rover
#

what you want is setup another Volume as local and with your own predefined exposure so you can switch back and forth to your heart content

foggy juniper
#

is there a reason that the frame debugger shows 3 Clear passes at the start of each frame? the third sets the camera's background, as expected, but the first 2 dont seem to do anything.
im currently using URP 12.1.7 with Unity 2021.3.10f1 on macOS

opal inlet
#

they might be clearing the depth buffer, the opaque buffer or such

#

check the buffer name if it has one

foggy juniper
#

the first 2 are TempBuffer XXXX where Xs are numbers.
the third is _CameraColorAttachmentA (again, as expected)

opal inlet
#

i have them too

#

it's normal

foggy juniper
#

perhaps, but it definitely doesn't seem optimal

opal inlet
#

why so? clear calls are very cheap, they dont copy any data

foggy juniper
#

i suppose. just feels like a waste if it's not actually doing anything

devout heath
#

Anybody have an idea how I would go about changing the falloff or attenuation of baked lights? I find that URP's point lights are not responsive to the range setting at all, and I cant light up distances without setting the intensity super high, but that turns the center into a solar flare.

I figured out how to change the attenuation for realtime lights using a youtube tutorial, but cannot for the life of me how to change it for baked lights. I would love to give baked point lights more of a linear falloff. Im using 2021 LTS

jade warren
#

Hey! so, I have this scene. All assets are sharing 1 trimsheet texture and duplicated a few times to make a modular environment. When adding simple lighting I get very inconsistent lighting and material from random pieces of geometry (Ignore the untextured assets)

#

I have tried deleting the lightmaps and rebaking

#

bumping up the res

#

ensuring the actual UV's of the asset is not overlapping

#

removing all lighting and re adding it

#

Any help would be amazing

devout heath
devout heath
winter gale
hardy rover
#

looks like texture mapping issues

ocean tangle
#

Dont crosspost please

pure robin
#

where should i post then because im using urp

ocean tangle
#

Isnt it the same post as in #archived-lighting ? If yes, delete one or if not, then sorry to blame you

pure robin
#

ok sorry

ocean tangle
# pure robin ok sorry

No worries, its just not productive to have two times the same case, cause people dont know where to continue to help and then dont help at all

winter gale
hardy rover
#

check your smoothness

vocal fox
#

Hey all,
I've got a problem with a text (not shader graph) based URP shader - it'll recognise point light shadows (Which I'm grabbing using 'AdditionalLightRealtimeShadow') if the shader mode is opaque but not if it's transparent. I'm sure there's some magic hidden switch or #def I need to apply but no idea what.

#

the inner hair layer has shadows, the outer does not - different matrial, same shader. If I switch the mode to opaque on the outer one I lose blending but gain shadows:

#

I should note that the main directional shadow - that's fine, that's recognised. It's just the point/additional lights that are not

winter gale
polar light
#

Hi, I'm trying to set up light layers, but our custom shader is not respecting the renderer's light layer.

#

Can someone advise how we should set up our shader to get the correct light?

#

We're using GetMainLight to get the light right now.

vocal fox
polar light
vocal fox
#

@polar light on that point, do you know where I can find a 'canonical', minimal custom lit shader for URP, one that iterates through all the lights correctly and replicates the standard metal/rough pipeline as a drop in replacement for a shader graph version? I need to run through the lights myself to implement custom BDRFs to do SSS, anisotropy and all that but it's harder to get Unity to do something slightly off-piste than it is to code it all from scratch in my own toy engine code.

polar light
#

We're just using URP for the first time also.

mellow inlet
#

Hi, I have a question about the SRP Batch for renderer, I'm currently doing a forest and for a reason I can't understand, some of my trees or rendered on the second SRP Batch but not constantly. Like, I try to have this all the time (I have 4 distinct material in my scene but my trees have 2 so normaly they will be rendered on only 2 batch) (first screen).
And some times, randomly I have a fifth batch who spawn out of no where and split my draw calls in 2 Batch (like on the second and third screen), is this a basic behaviour of the SRP batch in urp, or I have done something wrong ?

#

it the same material, shader and even same mesh (I have 3 distinct mesh duplicated 300 times for test purpose and to understanding how this works), I only have mooved the camera in my scene

coarse tangle
#

I set up a camera with a render texture and for some reason it doesn't render any of the post processing on that camera.

is the render texture supposed to be using a specific format for it to work?

#

tried some float varieties but they come out too dark

remote elbow
#

I have upgraded all of the materials but my trees, bushes and terrain are still pink

#

everything else is normal

marble vigil
remote elbow
#

Although now i got a new problem with lighting

woven bluff
#

My DoF settings are to Start at 250. The cube and sphere are ~10 units from the camera. Can I prevent the edges of these from being blurry? The tree is very far away, ignore it.

winter gale
#

Where do i go to fix this?

#

only pops up when I go to build the game btw

young shale
#

post processing from unity registry is not working , i see that anti aliasing is working from default unity but not the imported PP

placid laurel
#

The post processing stack doesn't work in URP. You need to use URP's own post processing volumes or switch to built-in.

placid laurel
#

🫡

prime iron
#

Hi everyone, my players are reporting a strange rendering issue. Happens only to some users, we have still no idea why.
The render game freezes and gets very dark (like a post processing happening there).
They still can move the mouse and use the UI. They can chat with players and do everything else.
If they try to move around other players see them move around. So the game did not crash or freeze.

What can it be? I was never able to reproduce it on our computers

dire robin
#

so i have created a simple shader to saturate a given image,and it works in the editor scene,but in gameplay it has an ugly background,any idea why?

bright bramble
woven bluff
#

Depth Of Field isn't working correctly and I can't figure out why. The white icosphere is the same distance from the camera as the cubes used for the ground, yet it is blurry while the ground is not. The tree is rather far away and should be blurry. What's going on?

#

This is the same scene with DoF turned off

#

Can the Global Volume be restricted to certain layers? I tried using the PostProcessing package but it didn't apply DoF blur at all, probably because it doesn't like URP?

cyan talon
woven bluff
#

Its blurring the edges of objects that have an opaque shadergraph shader on their material as well.

#

DoF off:

#

DoF on:

cyan talon
#

I think it's likely you'll just be resigned to that sort of behaviour, as the DoF algorithm can't see behind objects and has to take pixels form somewhere. Depending on the implementation, that may be partially from the foreground. DoF is best for 3D textured games, not this sort of scenario where you can't hide any imperfections

#

Unless your assets are actually going between depths you should probably just hard code the blur at the asset level at some point

opal inlet
#

yeah dof doesnt make much sense for 2d

#

unless you have some sort of parallax going on

tropic pine
#

Is this a normal amount of processing time for the Built-in to URP converter? It's been processing already for 35 minutes after clicking the "Initialize Converters" button

tropic pine
#

Had to kill the process and tried again without the Post-processing converter, then it worked ok

little grail
#

How do I switch my project from URP to HDRP?

#

I'm aware that I have to manually change the materials myself, but how do I switch to the different rp

little grail
#

Cant remove urp package

#

Says that something depends on it

#

Im just starting a new project on HDRP and work my way from there. Will take quite a while to get everything back but yeah

#

Cant

#

Or, I couldnt find it

woven bluff
thin mason
#

Can I use normal unlit shaders under the URP pipeline?

#

or do I need to remove the render from the graphics settings?

marble vigil
thorn pond
#

How do I stop my diffgerent resolutions showing different areas while using pixel perfect camera?

heady marsh
#

is there a way for the material override in a renderer feature to inherit the texture from the objects original material?

placid laurel
#

Someone know why decals look so messed up for me?

#

like there shouldn't be that black square around it

placid laurel
#

I had to set decal option in rendereing asset from automatic to the other one

#

But how do i fix this case :

#

the bullet hole stretches :|

placid laurel
#

couldnt find any fix ugh

warm island
# placid laurel

I had the dark square issue a while back. I can't remember exactly what I did to fix it, but it was something to do with either adjusting the material or texture alpha setting.

It was something to do where the material wasn't making the alpha part 100% transparent. In your decal material, try playing with all the sliders to see which one can help fix it.

placid laurel
#

yea i tried all but what ultimately helped is making my code place it just above (according to normal of hitpoint) the surface and reducing depth to really low value too

#

nothing else worked ^^

wraith kestrel
#

getting an extra universal additional camera data script on my camera that i think is causing my scene not to render
any tips?

#

won't let me remove them

#

wait fixed it clicked revert on my prefab

earnest smelt
#

It's been a long while since I've looked into realtime dynamic GI for URP, is it still on the roadmap?

soft lion
earnest smelt
soft lion
earnest smelt
#

Cool, thanks for the info.

sour bronze
#

Hey guys, I'm working on a project with a futuristic cyberpunky city. It's at night and raining, and this is within URP. As a tonne of surfaces are very reflective from the rain, and there are a lot of neon lights all around, I feel it would be a huge plus to have screen-space reflections or something similar in the project. Only problem is I haven't been able to find a good solution. Does anybody know from experience a good post-processing/renderfeature asset or something that allows for screen-space reflections within URP?

#

or if there's just a better approach than SSR in general
it doesnt necessarily have to be free, im just looking for an effective solution with as low an impact on performance as possible

#

and would really prefer if it didnt mean I had to use a shader and change my materials, as a lot of the objects had shaders created with amplify shader editor to add raindrops and such

#

2021.3.9f1 with URP 12.1.7 but i'd be fine with moving to a newer unity version if it meant resolving this

sour bronze
#

oh lmao i was just about to say

#

i was considering that first one

#

one of the reviews says that its not ideal for outdoors though

#

which is my use case, and I'm not sure if that's going to be a problem with all screen-space reflection solutions or just with this asset

#

the 2nd one requires I use their shaders

#

or like change my materials to the shader that was created for that

marble vigil
#

I don't see what's the difference with using SSR indoors or outdoors, but in any case you're probably not going to find anything "ideal" with these options

sour bronze
#

yeah

marble vigil
#

Something worth investigating is if these work for non-planar surfaces as well

sour bronze
#

the other problem is that $50 usd is a fairly hefty sum since im still in high school (final exams are very soon) and dont have a job

#

and the international transaction fees every time I try to buy stuff since the asset store wont let me pay in AUD is brutal

sour bronze
#

i miss HDRP when i could just slap it onto my volume and it just worked

#

lmfao

marble vigil
#

BiRP supports SSR as well

#

For URP that feature is officially at least a year or two away, still

sour bronze
#

yeah ive just seen unity pushing for people to not use SSR

#

that and the entire project is already built on URP

#

cos im already using RealToon and this other funky shader that came with the environment

#

which wasn't exactyl designed for URP but since it was with the amplify shader editor I could just change it (im worried thats not how its meant to work though)

#

and im also already using camera stacking which I believe BiRP doesnt have

#

maybe it does but its not as pretty in the inspector as with URP

#

ive had to use camera stacking to avoid an annoying side effect of the outline render feature that RealToon has where I cant exclude certain objects from the effect

marble vigil
#

You don't have much practical options, unless you're into coding your own SSR from scratch

sour bronze
#

💀

#

while I am kinda interested in getting better with creating shaders

#

i have no clue at the moment and dont have enough time to put aside so I can learn it

#

developing post processing effects is conceptually dope tho

marble vigil
#

It's really complex stuff

sour bronze
#

id imagine

#

looking at the tomb raider games and how those engines got improved from the 2013 reboot to shadow definitely made me very interested in learning more

#

i could maybe try moving to HDRP because mobile support isnt exactly a priority with this game

#

im not sure if thats a great idea however

#

does hdrp get much support

marble vigil
#

Sure, URP and HDRP are being developed very actively

#

And they're not nearly as incompatible with each other as they are with BiRP

sour bronze
#

hmmm

#

i did see on that thing where you can vote for features

#

portal i think

marble vigil
#

Still there's a bunch of stuff to rework and I recommend having a general grasp of HDRP before putting a live project through it

sour bronze
#

that they were maybe considering or working on better like conversion between HDRP and URP

sour bronze
#

it wasnt a super serious project but im a tiny bit farmiliar with it

marble vigil
sour bronze
#

yeah that was it

#

the last time I used HDRP was 2021.2.17f1

#

but i had issues with it

#

like i didnt fully understand how lighting worked

#

specifically how the light from the sky affected the light in the scene

#

because id be making new scenes and things would be changing

marble vigil
#

Mostly HDRP expects you to understand industry standard light and rendering concepts, and everything's a bit more complex
And some features work differently, such as in HDRP you wouldn't use camera stacking, but custom passes instead

sour bronze
#

at some point the clouds started rendering on top of everything for no reason

sour bronze
marble vigil
sour bronze
#

hmmmmmmmm

#

my style has always been rather reckless

#

in that i jump into things i dont fully understand and try to figure it out as I go

#

cos like otherwise how else do you start game development

#

im not sure if thats the best idea here but ig i gotta learn somehow

#

ill make a backup first

marble vigil
#

If working with complex systems like HDRP or Unreal I recommend starting with very small projects
Or ramping up the complexity by working first with simpler engines or rendering systems like URP and using them within their limits

#

HDRP does not hold your hand or stop you from messing stuff up

sour bronze
#

yeah

marble vigil
#

Worth a try, I suppose
Maybe it'll go smoothly
But I'd expect pain

sour bronze
#

i mean i've done what I think to be a fair few small projects in BiRP and more frequently recently URP

#

mhm

marble vigil
#

*referring to if you plan to convert your project from URP to HDRP

sour bronze
#

god i reopened that older HDRP project i did and am remembering the nightmare that was the sheer quantity of parameters available

#

there were so many settings that I had no idea what to do with most of them

#

like I understand intensity and radius in ambient occlusion for example, and I kinda get qhat the quality section would do, but then like the other half of settings are just foreign

#

am I meant to need the options to be using HDRP?

#

because you say that you should be rubbing up against the limitations of URP or BiRP before I start using HDRP, and I'm not sure if wanting screen-space reflections and also the ability to stack cameras at the same time counts as rubbing up against those limitations

#

hmmm this does seem to imply that this asset would also work for my use case 🤔

#

i wish there was a practical way to offer demos of stuff like this so I could see if it would work the way I need it to

marble vigil
sour bronze
#

like they have demo projects which i am downloading

sour bronze
#

unless I dont know what planar surfaces are, I feel like this implies that it will work just fine

marble vigil
sour bronze
#

the project is just me, at least for now

marble vigil
#

If you're kinda pushing your game dev skills to the limit just making the game, converting it to another pipeline and dealing with the incompatibilities is much harder

sour bronze
#

but there is a decently sized world im assembling using modular assets

#

its not open world or anything but its not too smalle ither

sour bronze
#

its been mostly planning and creating the basic gameplay systems

marble vigil
#

You make your own decisions but I suggest doing it in a smallest project you can when expanding into unknown rendering territory

sour bronze
#

oh you mean the ssrr 2 thing that i was considering?

#

or with HDRP

#

cos im not to sure i should try HDRP anymore

#

lmfao

marble vigil
#

Both, more or less

sour bronze
#

mmm

#

i just gotta figure out how to get basically $100 aud since thatll probably be what it costs after all the markups and extra fees

#

oh and u dont have to include GST in the price in america so theres that too bruh

marble vigil
#

The SSRR stuff may not seem like a big change, but I feel you might end up spending a sizeable chunk of time and effort wrangling all the shader effects together, and there isn't nearly as much official support for custom assets

marble vigil
sour bronze
#

yeah so i think thats fine then

#

cos those meshes which had reflections are curved

marble vigil
#

Feels like every simple decision has some kind of ripple effect down the line if the project takes more than a week or two

sour bronze
#

this is intended to be fairly long term

marble vigil
#

Which is why I recommend a cautious approach

sour bronze
#

yeah thats kinda why I wish there was some sorta way to demo this within my own project

#

so I can know if it would work

#

id be okay with forking the money if i have it on me i just need affirmation that its not going to be wasted

#

cos even if I do try to get a refund it'll be in USD anyway and like so much of it will be lost in conversion

#

and i dont even know if ur allowed to do that

marble vigil
sour bronze
#

game dev is so expensive

#

id feel better if the asset store let me pay in aud but i assume unity sees the australian market as dead or something

#

cant really speak tho cos idk what the logistics are of allowing different currencies in payment

#

$50 USD turns into $90.42 AUD 💀💀💀💀💀💀 $12 more than if it was at the exchange rate

#

oh nevermind only $6 cos i forgot about the tax

#

alright ig ill have to figure this out myself

#

thank you for your help and advice @marble vigil

marble vigil
#

Good luck

ocean wasp
#

Hey

#

i am facing a problem

#

i dont know how to add multiple colors in the gradient node

#

I can only have 2 colors at once which is annoying cuz i need like 8 different colors

#

anyone ?

#

nvm

#

i found it

placid laurel
#

Is there something like 9 slice for 3d object surfaces?

#

for example this, i want the middle to repeat and the borders to be at the actual borders of a cube

#

rn its like this, but i dont want the thick lines everywhere, only on the border, and the middle should repeat the thin lines for a grid pattern

placid laurel
#

i faked it by adding more cubes around it:

#

is there a better way to do it though?

split sandal
#

How do I use 2D sprites in a 3D environment with 3D lighting affecting the sprites using URP?

split sandal
marble vigil
split sandal
#

The light is set to realtime

#

Even while in the editor and the game isn't running, the sprite isn't lit, but path is

warped skiff
split sandal
split sandal
marble vigil
split sandal
split sandal
marble vigil
#

On a second thought there's a bigger problem

split sandal
#

what's that

marble vigil
#

Sprite shader is responsible for choosing the sprite by index from the sprite sheet
A 3D lit shader doesn't do any of that
Those two behaviours can't be achieved without a new shader, but they're necessary for the effect you need

split sandal
#

Ok, so isn’t the solution to just convert these from sprite renderers to mesh renderers?

marble vigil
split sandal
#

I’m not very experienced with 3d modeling, can I just use one mesh for all of them since it’s just a plane, right?

warped skiff
#

shader graph has a flip book node fore chosing sprites

split sandal
fresh anvil
#

Help

#

All my textures are purple

#

I tried upgrading the URP thing but it didn't fix it

marble vigil
low parcel
cyan swallow
#

Does anyone have a list of all the depth buffer targets URP uses, e.g. for post processing effects? I've just done a minor update through URP versions, and the depth buffer name has changed again - e.g. on most up to date 2021 it's now CameraDepthAttachment_widthxheight, but I swear only a month ago it was CameraDepthAttachment_widthxheight_Depth

placid laurel
low parcel
#

I'm not sure if you can edit UVs with probuilder

fast pollen
placid laurel
placid laurel
fast pollen
# placid laurel its a probuilder cube yea

If the UVs are set up on the cube, you could do step(0.5 - abs(0.5 - UV.rg), {thickness}) for the thick borders, and replace UV.rg with fract(UV.rg * {number of lines}) for the thin lines

#

(Assuming each face has UVs going from 0 on one side to 1 on the other)

#

(then add and saturate, and lerp between the two colors you want, or if one is black, just multiply by the other color)

tidal linden
#

My lights and shadows are only being rendered on one eye in VR. Using URP so I'm wondering if there's a setting or something i've missed

lofty lily
#

Is there a way to have hdrp shaders in URP, not to actually have them be used, but so I can use the settings from them?
Basically I have a script that takes all the textures from a material to do stuff with, and I have a model that is available in HDRP, where it uses the HDRP shader for everything which makes it really easy to tear apart
However, HDRP doesnt have access to OnRenderImage, hence why I cant just use HDRP for this

rich delta
#

Hi guys, I'm trying to figure out how to fix the transparency on these trees in URP? Up close they look really good, but maybe 20feet away and further the edges of the leaves have this white noise.

Hope I'm making sense...

#

I've tried reducing the clipping of the alpha and it just makes the trees bald

indigo condor
#

I have this little plane with a render texture connected to a camera, but it will only show one flat color at a time. I've applied it to other objects/planes, and it worked on them. Does anyone know what could be causing this bug?

#

here's my inspector for the render texture and the object it's attached to

rich delta
indigo condor
#

I'm fairly new to importing models, i've been working almost exclusively with code for the past couple of months

indigo condor
#

can anyone help me with this?

rich delta
#

Yes there are plenty of ways to do that actually. Easiest and free way is to open the model up in blender. Follow a guide on UV's, a lot of simple guides on youtube, and basically follow along with your model.

vital kayak
#

I have a question. I have this metallic, roughness and specular texture but do not now how to get it working in unity any one help. I tried splitting the texture to red green blue to control the metallic, roughness, and specular. with Red being metallic green being roughness and blue being specular. In shader graph there is no where to plug in the specular. Also the gold is not reflective because of this any help?

#

This is what its supposed to look like

rich delta
dapper seal
#

So got a somewhat silly question. The base map's color in the universal render pipeline is still named "_Color" internally right?

marble vigil
#

You can view the imported texture without transparency with the inspector to see if there's white outside of the leaves

dapper seal
#

oh wait I just realized my question would fit better in vr

open stream
#

Hi there, I try to used the camera stacking to apply 2 different post process, one for my character and the other for the landscape.
My problem is that "The opaque texture" only contains objects rendered by the (base) MainCamera and not for the camera overlay.
Is there any tips to fix that?

small zenith
#

hey all, I'm using some render object renderer features, and when I tick the "depth texture" box in the Universal render pipeline asset, the objects im giving a material override start drawing on top of everything, can someone help me understand why it's doing this and how I can get around it?

#

normal view-

#

with depth texture enabled-

dusty sequoia
#

I don't see tags for either 12.1.7 or 2021.3.11f1

#

Based on the instructions, it sounds like I want 2021.3/staging but that seem sketch, there are several patch versions after the .3 what exactly does this tag track

placid laurel
#

do i neef to aszign pipeline to.all the qualities?

mellow shore
limber peak
#

It should only become volumetric if fog is in the way. It should require moisture or something in the air to reflect.

#

It would be weird to be volumetric all the time. But it would also be ideal to have volumetric when (say) a player breaths in front of the flashlight.

robust rock
#

Is there a way to enable multipass in 2021.3?

red oxide
#

Hello, new to URP. I am making a stream overlay inside of Unity and I am having trouble getting my background to be transparent. When utilizing the built in pipeline, the background maintained its transparency when built. Inside of URP, I am running a two camera setup. I expected my base camera to be transparent as I set its alpha to 0, however it is a black background when building. Why is this?

mellow shore
cerulean viper
#

how can i set the color of a 2D experimental light in script ?

opal inlet
#

only with 2 passes though

#

and they have to have different lightmode tags

dry willow
#

To add to this discussion on multipass: While you can use UniversalForward and SRPDefaultUnlit, it's not recommended as it breaks SRP batcher compatibility.

Better to use multiple separate shaders/materials or RenderObjects features - either with override material or just to reference a custom LightMode tag.

pure ibex
#

(I don't know where to ask that : )
Is there a way to know, when I click on a sprite, which prefabs use this sprite ?

#

(I have some Sprites I think I do not use anymore, but am not sure. I would like to clean them up from my project folder, but don't want to break anything and realize it in 2 weeks 😄 )

cinder kindle
noble salmon
#

Why does the Terrain in URP say that a tree must use the Nature/Soft Occulsion shader, when that shader itself isn't supported in URP?

sacred mulch
#

Is there a way to change the color format of the_CameraOpaqueTexture? It's ARGB32, I would like it to be R5B6G5A1

dire ruin
#

is urp postprocessing scripts the same as the other postprocessing scripts? i couldn't find the documentation about urp's

hollow yarrow
#

Hey everyone. I'm working on a desktop VR game using Unity 2022 and URP. If I create a blank scene except for a plane to walk on and the XR Origin player, Im getting 60 FPS. When I change MSAA from x4 to x2, I get 120 fps. Is MSAA that performant heavy? I thought that was the best anti-aliasing for VR. Im running a pretty decent rig with a 3070.

#

I have the same issue with .21 and URP. I get two errors about shader graph so I had to reinstall .20.

zenith hull
normal orbit
lusty quartz
#

Anyone know of any asset or literature on creating a per object see through wall effect? EG, mask obstructing objects between a camera and another designed object such as a player.

I'm aware of how this can be done with shaders, but that's not really a practical solution given how overly packed our custom terrain shaders already are. I feel like this should be possible with like a second render pass or something, and while I have found assets that do this, they all seem to be fairly old and non-URP compatible.

marble vigil
distant mural
#

Its just me or latest stable Unity is screwed up? I get tons of errors on a fresh URP project

unkempt flame
#

i am using 2d urp and for some reason i cant find point light 2d

dry willow
lusty quartz
#

Anyone who uses Blender, do you know why the Unity import doesn't respect the lit/unlit import for materials? Everything is being imported as lit even though in blender it's clearly an unlit material.

marble vigil
#

Not exactly the fault of either program

lusty quartz
#

RIP

keen tide
#

Hi all! Does anyone know of an example Renderer Feature that renders to an auxiliary buffer and then combines that buffer with the camera image in another pass? Everything I find either uses deprecated RenderTargetHandle or doesn't support XR. I tried using RTHandles but z sorting of objects doesn't work for some reason when I use it with the Render Objects Renderer Feature.

digital cosmos
#

Anyone here have experience with importing textures like this into unity? Can't get it to work properly

#

Worst case scenario i have to just blend the text of the book into the uv map instead of using as a mask, but then i lose the golden reflection:/

marble vigil
agile minnow
#

I'm trying to blit material on my camera texture, but getting a assertion fails at the second blit. Any clue what I'm doing wrong?

class RenderPass : ScriptableRenderPass
    {
        private string profilingName;
        private Material material;
        private int materialPassIndex;
        private RTHandle source;
        private RTHandle temp;

        public RenderPass(string profilingName, Material material, int passIndex) : base()
        {
            this.profilingName = profilingName;
            this.material = material;
            this.materialPassIndex = passIndex;
        }

        public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
        {
            this.source = renderingData.cameraData.renderer.cameraColorTargetHandle;

            this.temp = RTHandles.Alloc
            (
                tex: new RenderTargetIdentifier("_TempTexture"),
                name: "_TempTexture"
            );
        }

        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(profilingName);

            RenderTextureDescriptor cameraTextureDesc = renderingData.cameraData.cameraTargetDescriptor;
            cameraTextureDesc.depthBufferBits = 0;

            cmd.GetTemporaryRT(Shader.PropertyToID(temp.name), cameraTextureDesc, FilterMode.Bilinear);
            Blitter.BlitCameraTexture(cmd, source, temp, material, materialPassIndex);
            Blitter.BlitCameraTexture(cmd, temp, source);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }

        public override void OnCameraCleanup(CommandBuffer cmd)
        {
            temp.Release();
        }
    }```
manic crystal
#

I havent touched unity in a while, but ive started a 3d project with URP and imported a test scene, how do i stop everything from being pink? i forgot

marble vigil
manic crystal
#

which one is it, is it configuration/upgrade?

digital cosmos
dry willow
# agile minnow I'm trying to blit material on my camera texture, but getting a assertion fails ...

I experimented with this recently in 2022.1 and had the same issue... I'm not too sure what causes it - I think that version of the Blitter API just doesn't like RenderTargetIdentifiers?
But instead you can use RenderingUtils.ReAllocateIfNeeded(ref temp, cameraTextureDesc, name: "_TempTexture");, also don't need GetTemporaryRT then.
https://github.com/Cyanilux/URP_BlitRenderFeature/blob/2022.1/Blit.cs

agile minnow
marble vigil
#

The problem with using blender's mix shader to make the materials is that it's not directly compatible with anything else

digital cosmos
marble vigil
#

(or invert it, depending which way the mask map is)

digital cosmos
#

I can remap the texture to be red & yellow within blender?

queen raptor
#

Is it possible to set a material value by script to individual objects when the material is set as a render object in the render features?

I'm guessing that the material override doesn't create material instances therefore it would change the value for every objects at the same time?

digital cosmos
#

So the metallic texture will tell the BSDF where to be metallic?

marble vigil
digital cosmos
#

Idk if i need the texture for roughness, so one red and yellow for base col and one black and white for metallic

#

I'll start there

marble vigil
digital cosmos
#

Aight i see, vital to know, blender tutorials don't really tell you that :d

#

ty

marble vigil
marble vigil
queen raptor
#

Is there an alternative or I'm I completely screwed?

marble vigil
# queen raptor Is there an alternative or I'm I completely screwed?

Depends what the desired effect is
I don't know at all how the render objects feature can be scripted, might even have something for the purpose
If not, I guess you could swap out select objects from one render objects feature to another, which has another material you control by script
Changing material properties by script isn't the only way to change object appearance if you know your way around shaders a bit

queen raptor
#

The problem is that my objects pop in when they spawn behind walls. When they spawn in front of the walls they have a fade in effect. I was wondering I could replicate the effect with the see through material.

hallow bloom
#

There seems to be a gigantic bug with the 3D (URP) template right now. You literally can't create new projects with it using the newest Tech Stream version, because you'll get the "Enter Safe Mode?" box and are then spammed with error messages telling you that the folders from your urp package are immutable. I feel like this needs a very urgent fix, as creating new projects just doesn't work... no idea where to report this. There's already a thread about it in the URP forum

solar iron
#

I'm having an issue where spotlights' shadows are a much lower quality than the light's

#

What exactly am I missing?

marble vigil
marble vigil
solar iron
#

ok well after messing around a bit more it would seem maxing out the range of the light screws up shadows

marble vigil
solar iron
#

I'm really starting to hate unity's lighting system lol

marble vigil
dusky dock
#

I want to have a 2nd camera show a "bird's eye" view of the entire scene (think the top portion of the screen in the arcade class "Defender". Is there a good example of doing this as a split-screen? My project is using URP.

stable wraith
#

how can i make partciles emit light with URP? I can't drag URP lights into light field in particle system

dusky dock
stable wraith
#

hmm, it still doesn't emit any light, just is lit

#

from what i read emissive materials must be static to illuminate objects, so i'll have to use normal lights, but after adding URP to the project normal lights don't work anymore, anyone know why?

marble vigil
#

@stable wraith is it URP 2D?

stable wraith
#

yes

marble vigil
# stable wraith yes

URP 2D disables all 3D related things, iirc, including lights
You'd have to use 2D lights

#

But since particle system doesn't recognize 2D lights you'll need a workaround such as one here

stable wraith
#

thanks, gonna check it now

#

works great, thanks

lusty quartz
#

Not sure if this is even the right to post this since 99.99% chance this is just Unity being a buggy mess. But anyone know how to get this error to go away? Default renderer is clearly set and all the cameras using it are behaving as expected. Restarting Unity has not helped.

next oracle
#

(not sure where to ask i just joined) i tried to optimise some shader variants and add a logo (after a successful compile) then unity showed me this
(unity ver : 2021.3.2f1 and DX11 on URP)

(edit :
I removed my 2 shader variants and the 2 shaders from always include and it fixed it(>200M variants).
However, should i report it as bug or?)

frigid willow
#

I mean.., One shader can indeed make a lot of variants. Did the shader contain a lot of branching that would cause all those variations?

hollow wigeon
#

Hello! I'm porting a level from an already built unity game into... well unity. I'm having a lot of trouble with the textures, there are loads of meshes and i really don't want to assign the correct material to each one by hand. Any Idea how i can do this without wasting days of my life?

#

I'm on 2021.3.5f1

opal inlet
#

first backup the project if you haven't

#

second, do you have any custom shaders?

hollow wigeon
#

I believe so, yeah. they're all in the shaders folder, lol

#

Sorry haha, i'm really new to 3d stuff but I'm really good with computers otherwise

#

i had a closer look and a lot of stuff is assigned, yet still pink and black squares in appearance.

opal inlet
#

do you have any files under the root Assets/ that have a rainbow gradient with an S in the middle as an icon?

hollow wigeon
#

Nope, sadly. No loose files at all

#

not in the level folder or the actual whole project folders assets, i mean

opal inlet
#

as in, across the entire project 🙂

hollow wigeon
#

lmao whoops. I can't see any, is there any keyword i can search? there's a whole lotta files and folders.

#

oh my god sorry dude

#

all in the shaders folder

#

jesus christ lol sorry

opal inlet
#

did you write them?

hollow wigeon
#

nope, i'm trying to port a scene from a game into another game

#

they all have parse errors if that's relevant

opal inlet
#

ah... they are surface shaders though aren't they

hollow wigeon
#

possibly.... they all have an s and rainbow on the icon

#

The game i'm porting them to doesn't have code mod support yet, so shaders wouldn't translate regardless, right?

opal inlet
#

can you open one and paste a sample here?

hollow wigeon
#

just a chunk of the text?

opal inlet
#

preferably the top, before you see a cgprogram or hlslprogram

hollow wigeon
#
Properties {
 _MainTex ("Base", 2D) = "" {}
}
SubShader { 
 Pass {
  ZTest Always
  ZWrite Off
  Cull Off
  Fog { Mode Off }
Program "vp" {
SubProgram "opengl " {
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
"!!ARBvp1.0```
opal inlet
#

down a bit, do you see a #pragma surface?

#

ah no probably not with this file though

#

try searching through the different shaders and see if you can find a pragma surface

hollow wigeon
#

alright

#

I don't think the game i'm porting to even supports shaders tbh

hollow wigeon
opal inlet
#

well i have both great news and bad news

hollow wigeon
#

lol, yeah?

opal inlet
#

essentially you're trying to convert a BiRP (built-in pipeline) project to a urp project... the main issue with this is that all custom shaders for BiRP will not work out of the box if they're just thrown into a urp project

hollow wigeon
#

ahhhh, right

opal inlet
#

the good news is, all of your shaders are either postprocessing shaders or unlit shaders

#

even though they are incompatible out of the box, they are pretty easy to convert into urp

#

for the rest of the materials in your scene that don't use custom shaders, you just have to select all of them and use the 1st party conversion tool

hollow wigeon
#

i'm honestly quite fine without them atm, i'm super new to modding and i might go ahead and add them when i'm 100 percent sure they'll work, when code mods are finally added to the game. Main priority is 'making texture work gooder'

hollow wigeon
#

Also just to let you know rn, thank you so much for helping me

opal inlet
#

if you want to get the custom shaders to work, you either convert them to use urp's unlit shader syntax or you convert them to shadergraph, both needing basic shader knowledge

hollow wigeon
#

christ

#

I've got no experience with any of this stuff, until about 3 months ago. i'm only doing 3d stuff just so i can play my favourite maps in a vr game, haha

#

anyway, where can i find that conversion tool?

opal inlet
#

this one

#

under edit

hollow wigeon
#

good news and bad news

#

good news is, no more squares! bad news is, completely pink

opal inlet
#

the screen? or the scene?

hollow wigeon
#

all objects in the scene

opal inlet
#

can you show it? it's probably your postprocessing shaders

marble vigil
#

I recommend we move to a thread

hollow wigeon
#

done!

small zenith
#

Anyone know why my skybox is different for each eye in VR?

#

It's rotated for one eye and I'm not sure why

severe drift
#

Hi! I am having an issue with URP. So in the scene my light looks like this but the game screen shows the light on this weird side bar. I do not know how to approach the issue, so I am asking here

last heath
#

I got this when upgrade unity from 2021 -> 2022 (even got it when creating a new 3d URP project from template). does anyone know how to fix it?

broken canyon
#

Having some weird transparency issues regarding trees with alpha textures

#

anyone know how to fix

flint fox
#

You mean the grid? That won't even show up in game

#

Looks fine

#

Also, does anyone know how to deal with back side of doubleside texture being too bright?

dry kelp
#

Does anyone know why the reflections disappear when I pass it to the Meta Quest 2 on an Android project? Thanks!

ivory prism
#

Why can I see gaps between my objects when they are perfectly next to eachother?

blazing dirge
#

how do i make this less blurry? im using urp and this is what it looks like on game start

last heath
zenith hull
marble vigil
harsh dome
blazing dirge
mild atlas
#

im so lost i imported a package and it was all pink

#

then i installed the urp package

#

and tried to update some of the materials and now they are gone pink too

#

does anyone know how to fix this

opal inlet
#

does urp not support custom .cginc?

clear sentinel
harsh topaz
#

Trying to setup urp and make a simple shader - am getting these errors:

#

Am also having the pink thing happen, but that might just be because of these errors

#

Also fyi this is unity2D and I'm using the 2d urp and renderer

#

using 2d unlit shader graph, if that matters

#

Also here's that line 21

harsh topaz
#

So after deleting library and reimporting everything, that problem went away. But the other issue is, since hooking up urp in 'Graphics,' my camera can't see anything in game view

toxic forum
marble vigil
#

Universal additional camera data component

mild atlas
#

so then i installed urp

#

idk what i did ibr

#

but it doesn’t matter now i deleted the project

clear sentinel
#

So urp materials wouldn't work

#

Until you actually switch to urp

mild atlas
#

when i installed it

#

and used it

soft lion
mild atlas
#

its fine now tho whatever

harsh topaz
#

but then the actual game view:

#

The UI still shows, but that's a different camera. And the only apparent difference between that camera and this one is the culling mask and priority

marble vigil
harsh topaz
#

I just looked this up:

#

I'm using a 2D renderer

marble vigil
harsh topaz
#

Oh wtf, despite that, I changed the UI camera to overlay and now it all works

harsh topaz
#

Hmm, so I'm in shader graph, with a _MainTex which is basically the whole sprite, and a _SecondaryTex which is a secondary texture that should be overlayed on the main sprite that I can color change. What is the right way to Blend them to make the secondary texture sit on top of the main texture? I've tried Overwrite and Overlay on the Blend node and neither seem to work

#

(I'm taking the secondary sprite and color changing it before blending)

dry willow
#

Or can use a Lerp node

harsh topaz
#

Yeah, it works. I just had to mess around with the order and such

#

So, can't you grab the exposed properties from the material itself?

#

Ah, you have to do 'SetX("stringName", value);

mint cedar
#

So I recently brought this URP asset that I want to use as a shader for a mesh, but the shader is in shadergraph format. Is there a way for me to convert it into a usable shader?

warm island
mint cedar
#

Is there a way to sort of "shack" a shader on top of another? Because I want to add this aura effect to my mesh, but when I do, it replaces the original texture to the one with the aura

#

This is how it originally looks like

hollow wigeon
#

I can't seem to be able to paint textures onto my terrain, i've got a brush that isn't "read only"

#

The textures just aren't going on tha dang thing

#

Thing is, the terrain is only showing what i set the material as, nothing else. painting everything else works bonzer yknow

broken canyon
#

Anyone know why my grass is mysteriously darker sometimes?

#

It seems to be related to how its rotated somehow but I don't want that

quaint parrot
#

Hey all, is there a way to set a material to fade/cutout within URP? I'm looking to be able to fade an object in or out at runtime and I only seem to be able to set a URP material as opaque or transparent, and transparent leaves the material partly transparent.

marble vigil
quaint parrot
#

All I see are Opaque and Transparent when using any URP shader though

marble vigil
quaint parrot
#

I'm using Universal Render Pipeline/Lit currently, and any of the alternatives still only give Opaque or Transparent as the Surface Type options. When using Opaque, blending modes aren't available

marble vigil
quaint parrot
#

I don't expect them to necessarily, but setting the Surface Type to Transparent always seems to leave the object semi-transparent regardless of the blending mode

marble vigil
quaint parrot
#

As it is I'm going off of the preview window inside the inspector and the objects/enemies seem somewhat spectral. I'll try opening it in play mode and see how it renders then

marble vigil
#

Verify the transparency of the texture

elder idol
#

hello, i'm new with rendering in Unity. i'm following a URP tutorial and it said that i have to create a render setting(?) and choose the "Pipeline Asset (Forward Renderer)"

#

but i'm on a much later version than the tutorial. here are the options.

#

what is the equivalent for "Pipeline Asset (Forward Renderer)"?

cyan talon
#

Urp Asset (with Universal Renderer)

elder idol
#

i see. thank you very much!

quaint parrot
# marble vigil Verify the transparency of the texture

I tried again and did some more digging online but so far haven't come up with anything. When the Surface Type is set to Opaque, the only way to make the object transparent is by enabling Alpha Clipping, and that has a hard threshold. Essentially when the shader is set to URP/Lit and the Render Mode is set to Alpha (the equivalent of Fade, as you mentioned), objects look kind of like their normals are flipped or something.

The textures themselves don't have transparency, so I would expect them to look fully opaque when the alpha is maxed (255). If I decrease the alpha I can fade the object out, but even when the alpha is at max the object doesn't seem to render properly. I've included one such enemy (with alpha set to max) as an example.

fossil dawn
#

I have 2d sprites in a 3d URP project, when the camera moves they disappear/reaper and I'm not sure why, example:

#

at Z: -3.4

#

Z -6.27 (camera)

marble vigil
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You can improve alpha sorting within the mesh with a shader that forces ZWrite on, though that can cause unpredictable results when depth sorting multiple meshes

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Having a material transparent at all is a bunch more expensive to render and probably will exhibit some depth sorting weirdness so you'll want to use it sparingly anyhow

marble vigil
fossil dawn
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I fixed it by setting the tree sprites to default layer

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But now if I move the camera there's a weird parallax effect where the ground moves at a slightly different speed than the trees

marble vigil
quaint parrot
night prawn
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hey, is it possible to create new material types for URP shaders that'd then go in this list? I wanna create a physically accurate water shader but it's pretty hard to implement proper refraction and transparency when using the metallic & smoothness in a regular lit shader

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(the goal is to create something like unreal's single layer water shading model btw)

night prawn
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thanks

night prawn
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actually that doesn't seem quite like what I'm asking for
this is to create "child" materials
I want to create an actual new shading model to replace the regular lit one, so I can properly integrate refraction during the final lighting calculations instead of having it go into the color output and then having smoothness/metallic ruin it if they're anything other than 0

hardy rover
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that's the closest you can get ootb

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it can be a child of certain material

opal inlet
night prawn
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right now I don't think I can do that other than straight up writing a shader in hlsl myself and not only is that pretty tedious in URP right now, it also won't let me use that shader as a base for any other shader unless those are directly written in hlsl too

hardy rover
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oh I think I misunderstood you

opal inlet
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✔️ Tested in 2020.3 & 2021.1

Do you have a material that doesn't look quite right in Unity's URP lit shader graph? Or would you like to experiment with stylized art styles with the convenience of the shader graph? In this tutorial, I show how to implement custom lighting, allowing you to solve both those problems. Afterwards, you could extend t...

▶ Play video
night prawn
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multiple lights shouldn't be complicated, I'll just do it the same as unity's default shaders
I just want to do the refraction directly in the final calculations with metallic, roughness, etc so it's done properly

opal inlet
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then the above video should work

night prawn
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okay

opal inlet
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as you're trying to avoid calling the urp internal phong shade function

night prawn
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cause rn if my surface is opaque and I sample screen color to fake transparency and do refraction, the whole surface will be treated as opaque when unity does its own calculations afterwards, resulting in something like this

marble charm
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So a game project I'm working on uses baked lighting for the most part as the primary lighting method,
but we want to have a procedural/alternating room layout system
to change between player deaths or level resets.
The problem with this is having different room layouts would require
different lightmaps, how would I go about making several different lightmaps for
one scene and have it switch for different layouts

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I've tried using realtime lights as an alternative, but the results are not the best

harsh topaz
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I added a urp unlit shader as the material for my sprite, and now whenever I flip the x axis the sprite disappears completely.

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Is that normal?

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(also if I flip y axis)

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Oop, figured it out.

broken canyon
marble vigil
broken canyon
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Still looks like it's happening

marble vigil
# broken canyon

Does it happen only when baking or with purely dynamic lights also? I would try to verify that in a new scene with default lighting

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If it 's not shadowing in the grass's baked lightmaps, I'm not sure what it could be

broken canyon
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I am using realtime lighting

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I'll try with a new scene

marble vigil
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Which is then duplicated

broken canyon
marble vigil
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Contribute/receive GI is irrelevant if you're not using baked lighting, sorry about that wild goose chase

broken canyon
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no worries

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Still got an opportunity to learn some stuff about unity

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Is there any way to get the effect I intend out of this grass?

marble vigil
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I expect that instead of using "two-sided" material you'd duplicate the faces and flip them (or preferably just the normals) to make them two-sided manually

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Alternatively you could use a shader that flips the normal when the face is viewed from behind
I have no idea why the two-sided option doesn't do that normally

broken canyon
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Alright time to load up blender

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I'll give it a shot

broken canyon
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Ok that seemed to have done the trick

broken canyon
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Is there any downside to GPU instancing?

mint cedar
sacred mulch
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anyone know why there would be a random copy depth at the end of the frame?

fast pollen
# mint cedar How do I add?

Assuming the second is unlit, just add the fragment colours of the shaders together in the combined shader. If it's lit, then put the top one as emission

night prawn
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are there tools in URP right now to set up planar reflections or is this something I gotta implement myself?

trail sand
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is there a way to make a UI image shiny? (like when you have a material and you give it emission)