#archived-urp

1 messages · Page 4 of 1

marble vigil
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It's not compatible with SRP batching, and due to this usually seems to achieve no performance benefit

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@mint cedar To clarify, you cannot add separate shaders together
You'd have to make a new shader that implements the functionality of both

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(It's probably possible to use the Render Objects feature to render an object twice with different shaders, but I've never seen an example of this and getting the sorting right is probably tricky)

queen raptor
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Does the animator component modifies material properties using MaterialPropertyBlocks? I've noticed that the SRPBatcher dosent support them

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Or Animation Clips

viral ice
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is it possible to make a linerenderer glow?

warm island
viral ice
warm island
waxen gate
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hey guys i have this voxel model and the textures around the edges looks weird in play mode

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heres the editor mode

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heres the game mode

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and its looks different around the edges

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ive went through every urp settings, idk if this has something to do with that

marble vigil
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@waxen gate Try disabling mipmapping of the texture to see if that impacts it

waxen gate
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nope ;/

frail forge
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@waxen gate try turning bias to 0

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in the directional light

trail sand
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hi everyone .. I am using URP, I want to know is there a way to apply a shader graph on a UI Image?? or sprite? and if yes HOW

marble vigil
marble vigil
trail sand
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also thank you

marble vigil
trail sand
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can someone tell me what color gradients are?? I am trying to use them but i keep on messing up things

trail sand
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nvm found the tutorial in yt shourts 😂

waxen gate
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it could be that my texture is very small which is 72x72

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and then to get accurate uvs for my voxel character, i had to change Non-Power of 2 to None

marble vigil
gaunt mortar
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does someone know how to get rid of these errors? i am not able to do this

random badger
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Any ideas on how to Render this custom pass I made after the UI is rendered? It looks like the UI (UGUI) is rendered after URP stuff. Is there a way to render a ScriptableRendererFeature After the UI?

dry willow
random badger
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Yeah that's what I'm trying to avoid, because then the UI isn't really pixel perfect

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But that's the closest I could get

lapis basin
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uh guys?

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when I tried to convert my project to urp this happened

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why is everything still pink

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it won't let me convert

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can someone help?

harsh topaz
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To change a shader's exposed properties during runtime, you need a reference to the material, right?

harsh topaz
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Unless your scene is huge

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I'm a little confused. I have a shader material on a spriterenderer, with exposed properties I want to change during runtime. How do I get a reference to the material? I can't assign it with [SerializeField] or in code

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Or maybe it's not the material I need but something else?

lapis basin
harsh topaz
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You probably should just look up a tutorial on converting a scene to urp

lapis basin
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i did

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this is what its supposed to look like before i tried changed to URP:

hushed pike
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Anyone have any good URP sample scenes I could take a look at (other than Unity's samples). My team is building out our Unity SDK which will let you publish to WebGL, iOS, Android and Meta Quest with a click, and want to see the limits we can push it to.

wispy dagger
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Hello im using URP and instantiating a particle system, however, said particle system is only being rendered when its origin is in the view of my camera. do you know what the problem here is?

polar light
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Hi there, I'm just upgrading unity and am getting an obsolete warning. I wonder if somebody could help guide me through the correct way to migrate this:

The code:

public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
  var colorBuffer = renderingData.cameraData.renderer.cameraColorTarget;

The error:

Assets\_Game\Outline\Outline.cs(36,25): error CS0618: 'ScriptableRenderer.cameraColorTarget' is obsolete: 'Use cameraColorTargetHandle'

Which refers to:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/api/UnityEngine.Rendering.Universal.ScriptableRenderer.html#UnityEngine_Rendering_Universal_ScriptableRenderer_cameraColorTargetHandle

The issue is that in this context (Execute) I don't how to get a reference to the ScripttableRenderer here.

Actually, I can get it and pass it in via my override ofScriptableRendererFeature.AddRenderPasses, but it lacks the property it's telling me to use!

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Ah, mb. This seems to be an issue with my IDE not reimporting assemblies.

lost shale
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I followed the instructions and got this error, not sure what to do

solemn zodiac
robust zinc
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can someone tell me why the camera is stretching on sides? like the purple balls becomes longer

marble vigil
livid verge
balmy adder
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Hi, I am using URP 12 and Unity 2021.3.4. I have some custom shaders from an asset and I'd like to use a cookie on a spotlight, when shining on this shader, my cookie doesn't show. When shining on the standard lit it works fine. Any clue on how to fix this?

lost shale
solemn zodiac
slender bone
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Quick question that I'm stuck on does anyone know how to access an SRP lens flare component through a script? Component "LensFlare" only seems to work for the built in pipeline. Been looking for ages now and only the legacy manual/built in manual seems to mention accessing it through script.

lost shale
solemn zodiac
# lost shale sorry for late reply, i went to bed, its Unity 2021.3.3f1

no problem, but there is your problem id say, the GitHub repo is tested on URP 7x and your current version seems to be URP 11x quite a lot has been made from then even more going 11-15, id say try enabling it, sampling it in shader graph and seeing what RenderTexture will the frame buffer show, and modifying the TAA code that is trying to sample the old RT and using the new tag

solemn zodiac
lost shale
solemn zodiac
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okay cool 🙂

daring cove
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Hello guys, I'm playing with unity 2023 alpha and I have a little problem with this basic scene: a terrain and an orthographic camera.

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Can someone explain me why its darker on bottom side? do you think I have a problem in my project and need to recreate one or it can be a bug related to the 2023 alpha version? Thanks.

daring cove
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I recreated a blank URP project with alpha 2023, and I cant reproduce this bug...something is wrong in my project, I continue to investigate

daring cove
tropic pine
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How do i change the render pipeline settings? I went to Project Settings -> Graphics -> Select the URP-Performant asset. But when i look at Main Camera it still has High Fidelity as selected (and only option) under render. Also my decal projector is giving warning for no decal feature when I have already added it to the URP-performant settings

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So it seems that having changed the project setting it didn't actually update to use that pipeline script?

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Nevermind i see i need to change it in the quality section too

marble vigil
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The Renderer of the camera should adapt then
Note that Renderer Asset and URP Asset are not the same thing

silver cipher
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I want this creature to fade in an out in so I set it's surface type to transparent, but when its at 100% alpha you can still see its body parts through each other

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how do I stop this

soft lion
marble vigil
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Usually with transparent shaders, you don't
Using a shader with ZWrite forced on can help

silver cipher
marble vigil
soft lion
soft lion
# marble vigil Now should be

Oh, its two different sentences, my bad. I dont think forcing zwrite would help a lot. Still triangles earlier on the triangle array would be rendered first. That means if the backface happens to be rendered first, the fronface will be rendered on top of that and if the frontface is rendered first, the backface will not be rendered at all as its behind the depth buffer. This would work well if the semi-transparent objects are rendred first only to the depth buffer and then to the color buffer, in that case only the very front face would be rendered but that could actually look very good. With birp you could use extra pass that renders only to the depth buffer but with urp you could use renderer features for that I think. I would still try dithering shader first but thar could be one solution

silver cipher
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dither transparency works

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it looks kind of strange though when it appears and dissapears

marble vigil
soft lion
placid laurel
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Ok
I now think I know where Unity-chan's Chibi Model is
But the problem is NOW that all the textures of the Package (SD Unity-Chan Haon Custom) are ALL missing

late mantle
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does mass place trees not work in urp?

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oh nevermind...

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itsx working now

silver cipher
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I have been testing my game for a day and I dont think the dither transition looks right

rain jasper
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When i run my game on android, i only have about 25fps. My scene is a bit of an open world with an environment with 60ish k tris being rendered. Is the tris the reason for the low fps? I know mobile is sensitive but any ideas or tips to boost it?

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I use amplify impostor to reduce my tris alot

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And i will probably have to make my environment less dense

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My terrain surface is just about 8k tris being rendered which is not too bad

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Water is about 20k

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And environment (trees mostly) 30k or so

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I use lowpoly style and the packages seems to be pretty good with optimization (one material for everything mostly)

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(Also, i unchecked draw trees in my terrain and build it to my phone, but on the phone the trees are still showing as if the uncheck does not go through to the build, anyone knows why?)

rain jasper
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Seems tris CAN be high, and batch is important, i dont think mine are too high so i am unsure why my fps is at 22-25 🤔

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I use a Samsung A52, nothing too fancy but nor the totally budget

rain jasper
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Update: I tried disabling all my meshes shadows and i reduced the batches by 30%, but FPS remains at 23-26, also after that added a bunch of trees infront of my character made it from 60k tris to total of 150k (and with it now 350 batches from befores 65) and no noticeable decrease. Will check if it is scripted somewhere to cap at 25

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(I keep writing here a bit and will follow up if i solve it)

soft lion
rain jasper
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I added a bunch of trees to see if the batch or the tris was the problem

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if the trees wqs the problem or something else

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I mean

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Now i know its the trees doing the fps drops, if i reduce them alot i get 60fps

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Buuut, i still want a nice environment

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I also found out, my amplify impostors do worse than without

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If i make it 100% (lod 100%) impostors i get 35fps with the same amount of trees and if i use only the original mesh for all distances i got about 45ish

soft lion
rain jasper
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Yeah i use profiling

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It is rendering

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Everything else is very minimum

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But im not sure how i can solve it

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I thought by having the mesh and impostors at say 50m away id sure keep the tris count low, but thats not enough

soft lion
rain jasper
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Hmm alright!

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Im going to work more with lower tris count objects too, such as rocks

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But still want to optimize it as well as possible so i dont feel limited with my trees use

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Thanks for inputs mate

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@soft lion interesting, that explains why impostors do worse. They seem to have been reworking alot for it to work, hopefully ill get through easier. But the LOD generation is a must now that i cant use impostors, but i have a LOD generator so it will be fine:)

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Thanks alot for that info

gaunt hinge
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Weird question, but why does Direct X 11 display most of its time as V-Sync? When I do the same thing with Vulkan, I get the same results but most of the time is render instead of V-Sync.

late mantle
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do you know why my shadows are messed up?
Its so weird...

vocal fox
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Hey people,
I've been tasked with trying to find a work around to iOS rendering issues we've got using URP. The problems seem to stem from a janky uniform buffer implementation in iOS which means that shaders that should run fine run at a very low FPS.
The first thing I'm looking at is forking URP and altering it. I do not know where to start - I can't even see how to remove the package based URP from unity (I see it in package manager, the option to remove is greyed out). Any help with that would be appreciated.
I've cloned 'https://github.com/Unity-Technologies/Graphics.git' for this purpose but I can't find any references to 'glUniformXX' or 'glUniformBlockXX' or anything like that, which makes me think that UBO support is deeper in unity than a custom SRP has access to, making this exercise a waste of time.
I'd appreciate any pointers, even if it's to say this is a waste of time and I'll instead concentrate on porting our shaders to the built-in render pipeline (which does appear to avoid UBOs)

vocal fox
late mantle
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When I press play from ui menu then it puts me in the same scene as the start but all the shadows are stronger and it looks more dramatic

vocal fox
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I'd say that's either because the light is brighter for some reason or ambient light has been reduced

late mantle
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Sorry I know it was a bad video I tried to compress it enough that discord would use it

vocal fox
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check the brightness on your main light

late mantle
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I did it looks normal

vocal fox
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yeah, I know that's a pain, squeezing videos on here is hard

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have you checked the 'rendering->lighting' panel

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Another thing to check would be post-processing volumes

late mantle
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Okay ill check that rq

late mantle
vocal fox
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Ambient light, environmental light

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The skybox intensity multiplier, all those settings

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and in the post processing, could be anything - contrast and exposure changes could make it look that way

late mantle
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Okay

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Also thought I would say because it may have possibly been unclear the shadow error is only when I access my scene through UI

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Or through another scene

vocal fox
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I don't know what might be causing that, any number of things could cause some section of the scene to disappear or be uninitialized although if I were to guess? I'd wonder if a postprocessing volume is being deleted or altered.

late mantle
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Yeah thats kinds what I thought

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Although i have tried turning off both postprocessing volumes

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Even both directional lights alwell

vocal fox
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What happens when you try that?

late mantle
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Sorry for getting back to you so late

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But the shadows will stop on physical objects but not on your character

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The character would still be black sometimes and white others

late mantle
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@ me on response plz

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I duplicated the directional light

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then disabled it

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and that worked

pale garnet
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Also getting this in my editor after every time I compile
https://hastepaste.com/view/SfHLDUm

edit: Wow, sure would be nice if there was a prompt to restart the editor after making rendering pipeline changes. I know, I should probably know better by now, but I feel like an idiot for something that should be pretty avoidable :\

marble vigil
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Use a high emission intensity along with a high bloom threshold

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It's not flawless but it's the best you're practically going to get without custom passes and new post processing effects

agile minnow
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When working in hlsl, how can you easily go to the definition of a function? Is there some IDE or tool that would allow that even if the function is declared in another file?

agile minnow
whole fog
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Can somebody explain to me why this is happening?

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seems to work fine in shadergraph

crude basin
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Hey, I'm porting an effect which uses the stencil buffer from built in to URP, the idea is to not clear the camera and use the stencil to not rewrite on already drawn pixels
For some reason the camera seems to always clear the stencil in URP even if the background type is uninitialized, any idea on how to force it to not clear?

marble vigil
# whole fog

Sprite renderers draw the material on a mesh, generated based on sprite's initial size
So, the material cannot be drawn outside of this mesh

whole fog
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hmm. So if I make all the sprites squares they would rotate properly? Though that's a lot of wasted space...

bitter sentinel
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Does anyone know if the 2D point light (as shown in this image) is still available?

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I've set up the URP but I don't see it as an option

marble vigil
bitter sentinel
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Yep, you're right. Thanks a lot!

eternal solstice
eternal solstice
placid laurel
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Anyway to not make things look fuzzy like this?

bitter sentinel
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Anyone know why I'm unable to assign light to a particle despite having a prefab light?

marble vigil
marble vigil
bitter sentinel
marble vigil
bitter sentinel
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I'm a little confused, when do they talk about that system?

marble vigil
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You didn't actually specify what type of lights you want to use, so I had to assume based on clues

bitter sentinel
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The only issue is that the script they provide attaches a game object and I'm trying to make the light the same color as the particles. Also yeah you're right, I am trying to attach lights to particles while using the 2D renderer

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It still looks pretty nice though so I think it'll work well enough, thanks for the help!

marble vigil
rapid bridge
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This is a bit of a crosspost from #archived-shaders , but does anyone know why a shader targeting URP might cause all coloured pixels to appear solid blue inside a custom editor? The blue border in this instance would appear yellow if displayed in the scene view.

ashen lynx
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Could someone enlighten me on how Sprite Renderer work under the hood? For example, how the info about Sorting Layer send to the render pipeline? Are all the sprites rendered in a separate pass?

trail sand
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clockMat.SetColor("_MainColor", Color.HSVToRGB(120, 95, 75));
why is my color black ?? (i am using urp, and the material is a shader's material)

trail sand
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is there a way to expose an HDR color in the inspector??

        [SerializeField] Color endingColor;```
is what I have done but i am getting a normal color
ok found it for those interested write 

[ColorUsageAttribute(true,true,0f,8f,0.125f,3f)]
above that line
copper pilot
modest ravine
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Hey guys, was trying to follow a CodeMonkey tutorial for RadarCharts and got to a point where he assigned a material to a UI element. I can't seem to make the UI element visible regardless of what material I give it. Is there a specific shader used for UI elements in URP or is my problem elsewhere?

warped skiff
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all I know is shader code doesn't play well with UI stuff
Unity probably changed some shader variables depending on what version you are

modest ravine
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I'll see about asking the forums I guess, maybe someone will find my post.

wary onyx
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Hello guys.
For my game I would like the user to be able to change the MSAA filter in the Settings menu, thus i ma creating a Drop box where i would like to show the different MSAA (just like on the Inspector of the URP Asset). How do I access the various filters: none, 2x, 4x, 8x?

whole fog
compact sierra
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Hey I got a problem when trying to open my unity project on my new computer. The project seems like it’s broken and I get this error messages

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Any ideas?

lunar ridge
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i imported urp to my project but i got a bunch of errors

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and when i open them up

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i tried reimporting it same issue lol

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googled the error there was 0 results

stuck whale
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someone tell me where i put the roughness map please

flint flare
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how do i use a skybox in urp? it's completely black right now and i dont know why

warm island
flint flare
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@warm island

warm island
# flint flare yes

Hmm. I had a play on a URP project and couldn't replicated your settings and still not show the skybox. The only sort-of way of removing if from the Scene view is to disable it in this setting:

flint flare
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so should i enable or disable that

warm island
warm island
warm island
thorn rampart
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I always used shadergraph to use roughness maps

glass fox
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hey im new here, and i come because im a little desperate. I have a project lit by urp, and the lights work just fine in the editor. However i have two problems. The first one is that when i open the project in itchio some lights will pass through walls (in unity they dont), and the second problem is that if you open the project in mobile, all the objects are invisible.

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I would be very grateful if someone could help

mild atlas
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UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```

is this anything to be worried about
it happened when i opened a 3d (urp) project
zenith swallow
remote storm
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okay so, i have a question about texture optimisation for unity.
is it better to just, export all textures as PNG's even if you aren't using alpha?

im trying to make my project's footprint be a lot smaller via compression and image sizes and want to know what the best practice is (my project is NOT being made for mobile).

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@ me if you respond plz

soft lion
# remote storm okay so, i have a question about texture optimisation for unity. is it better to...

First of all, the biggest difference between jpeg and png is not the alpha channel: jpeg is lossy and png is lossless compression method. I dont like to use jpeg for my assets as it will result in worse quality. Afaik the format you use to import the textures has nothing to do with the project size or performance on build, unity will unpack all the textures anyways and compress them again (using neither png nor jpeg)

remote storm
soft lion
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I think it doesnt change, im not sure tho

floral wolf
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unity recompresses in its own format, the only thing you change with different export formats is the size of the project, not the size of the built game

copper pilot
floral wolf
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yes 🙏

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you're better off using something like png, tga or otherwise

flint flare
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hey im new to unity 3d and urp
why isn't my decal projector doing anything? the decal is invisible

plucky crescent
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Trying to package a project and import to a URP project, but all the materials are purple as if Unity can't find them. They look fine in inspector, but just big purple blobs in their folder, any ideas? 😅

soft lion
flint flare
random jolt
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Any tips on how to get the transparency offset to work for 2D sprites? I can't for the live of me get it to work 😦

Both the character and light are on the same sorting layer and same order layer.

flint flare
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having another issue with decals where my circular texture is showing up as a square instead

placid laurel
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Not sure if this is the place to ask, but has anyone ever had any trouble with Occlussion Culling working perfectly in the editor, but after you bake and go into play mode a few assets are always hidden when they're not suppose to when you look at it?

fading tinsel
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Hi everyone, how can I install URP 13 in Unity 2022.2?
I don't want to install URP 14 because of compatibility issues.

pure horizon
fading tinsel
harsh topaz
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I've set my materials to 'lit-default' and added a global light - it works perfectly fine in the scene view, I can see things and adjust the light and so on. But in game view everything is pitch black and there is no light. What's up with that?

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anything wrong with the camera?

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Hmm... spotlight2d shows up in game view, but not global light

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Yeah I don't get it. Light type 'spot' shows up in game view, whereas light type 'global' doesn't. They're both targeting the same sorting layers and everything. And they both show up in scene view just fine

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Oh weird... the global light doesn't work if it's the only light in the scene. But it does work as long as there's at least one other enabled light in the scene.

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Doesn't make sense to me but okay

cold herald
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Maybe someone can help me, I can't find this option in my quality settings

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I need to change the pixel light count but I can't find the option in my project

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Only having this

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I'm in URP

marble vigil
hoary rampart
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What is the difference between Graphics.DrawProcedural and Gaphics.DrawProceduralIndirect? In which use cases would you prefer one over the other?

empty path
# hoary rampart What is the difference between Graphics.DrawProcedural and Gaphics.DrawProcedura...

Indirect reduces drawcalls, you would use it for things like grass, you can have thousands of the same grass object placed in your scene, same object/material, indirect can render tens of thousands of the same object in a single draw call.

Unity's terrain uses indirect instancing to render 'terrain details', usually grass/rocks.
The terrain used to use normal instancing, but I believe it does indirect now for detail objects, since 2021.2 for HDRP at least, maybe URP as well.

hoary rampart
empty path
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Yes, it just leads to less draw calls. You'd use instancing for objects that are placed in the scene at high densities.

glacial flume
stone jacinth
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Hi,
I'm currently trying to get my head around Reflection Probes in URP.
I saw a tutorial on doing it in HDRP where the dude ticks "Use Influence Volume A"., which makes the reflections in floor look right.
I don't see any option like this in URP and mine does not look right.
Does anyone know a workaround/ fix for this?

empty path
stone jacinth
empty path
potent plume
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hi, I need some advice to implement an animated skybox

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I have already implemented a working prototype, but it works only for player perspective

hardy rover
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you can find lots of tutorials on youtube for procedural clouds

potent plume
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space theme

hardy rover
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still, a broad topic 😆

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Just a texture that's rotated ? or perhaps you wanted it to be multi-layered

potent plume
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some kind of multilayer

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stars, planets, that kind of stuff

hardy rover
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that's easy to make with shadergraph, yeah

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  1. Add as many sample cubemaps you want
  2. Lerp the cubemaps with alpha plugged to it's T
  3. (Optional) Remap the UV so it would look like it's flat, so you'd get one seam instead of two
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You can smoothstep the Y horizon so you can offset the cubemaps and arrange them

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you'll need to see how latlong layout works so you can handpaint or whatever based on it

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latlong here is basically panorama/360 projection

potent plume
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i'm using 6 oriented cameras

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for a 6 sides cubemap

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I'm getting a weird effect

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(that's a planet)

hardy rover
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that's 3d? If so, you proly want 3d skybox instead

potent plume
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I think it would not fit

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thank you anyway for your effort 👍

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I have a separate scene where I run the planets

potent plume
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any idea what is that "track"?

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maybe something about depth cleaning?

stiff sierra
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Why when i am adding texture to sphere it's always like this? How to fix it?

soft lion
soft lion
# stiff sierra i dont know

I dont know either, thats the thing: theres no single method that would work nicely with any texture/3d mesh. Take a look at triplanar mapping for a one possible method

stiff sierra
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And here how i want it:

soft lion
stiff sierra
soft lion
stiff sierra
fast parcel
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how to convert that to urp

soft lion
sour bronze
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does anybody know how to change this at runtime?

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googling returned no results

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only for the main offset

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not the detail offset

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i thought this was working but if it is its very strangely requiring huge values to do anything

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cos I think i can see a bit of the scaling but its at a very very small scale

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vs just changing the offset in the inspector where it moves a tonne

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yeah its definitely not doing anything

sour bronze
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why does it work for the basemap but not the detail normal map

sour bronze
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figured it out

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you need to offset the _DetailAlbedoMap

cyan knot
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How do I fix my shadows? I just updated everything from Built-In Render Pipeline to URP, and everything was working fine and I could see shadows in my scene of this room from any distance. Now I can neither see shadows, and now I see this weird shadow that follows me everywhere and thats it. How do I tweak my settings to have a normally lit and shaded scene?

marble vigil
cyan knot
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Oh whoa I think I fixed it thank yoou

hazy trail
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Can you skin a custom skybox during runtime with a sprite?

hardy rover
# hazy trail Can you skin a custom skybox during runtime with a sprite?

I don't see why you can't... Skyboxes use their own material, so as long as the sprite is set to Cube and it meets the requirement to one of the layouts (LatLong etc..) it should be fine..

Note: Not sure how it behave if you set your envirentment reflection to be affected by the skybox color

marble vigil
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Skybox textures are not sprites really
Not sure what "skin" means in this context

hardy rover
#

so any images can be turned into skybox by setting it as Cube, as long as they layout match the requirements as said, otherwise there will be seams

marble vigil
hardy rover
#

as in images I mean 😆

#

not Unity Sprite component

clear sentinel
#

second from the top

cyan knot
#

So for some reason shadows suddenly only work on some objects. My trees that are in my scene are casting shadows fine. But the roads and other Objects are not at all. The settings on both are the same.

worldly widget
waxen dagger
#

Hi, is there any way to disable certain render feature for preview window? I'm using Blit and it's rendering game camera in preview window so now I have to enable disable feature to see prefabs, materials etc. Or how to access preview camera for proper render with blit feature?

marble vigil
polar escarp
#

So i have 3 different quality levels (3 different render assets)

#

My decals are only showing on one of them in my build, but are showing for all 3 in the Editor

#

the Decal feature is added to all 3 renderers too

glad oar
#

ok am I stupid or what, but is there something wrong with animating URP Decal Projector? Couldn't get animated opacity to work properly, but using a script in between seems to work just fine.

small drift
#

Hey folks, Is there a way to programatically change the UV offset of a material for a single object without making a new material instance? I have a lot of similar objects using a color map and I use offsets to make them look different

small drift
dry willow
# small drift That's awesome, thanks for the tip!

Note that MaterialPropertyBlocks break the SRP Batcher. So in URP if you're dealing with MeshRenderers, you should use material instances instead. Can use renderer.material to automatically create one, just remember to destroy it when it's not needed.

small drift
pulsar cipher
#

Hi, i have this issue sudnedly after updating unity, only happens when using soft shadows, any ideas?

dreamy flare
#

Woooo just finished my Cell Shaded renderer thing

pulsar cipher
#

anyone know what this error is? UPDATE: Fxed!! deleted lib folder.

polar light
cyan swallow
#

Anyone else experiencing frequent crashes using URP on more recent Unity versions? For me its being caused by the SRPBatcher, and the crashes stop if I disable SRPBatcher in the render pipeline asset (via debug inspector)

marble vigil
cyan swallow
#

since about 2021.3

#

I am still not exactly sure what causes it, I think it's either: (i) making use of USEPASS in a shader; or (ii) using custom lightpass tags (currently the only way to add custom passes to URP shaders for e.g. outlining)

#

so if you are using either of those and not getting crashes it would still be useful to know 🙂

marble vigil
#

But at least that narrows it down a bunch, if you want to report it as a bug

cyan swallow
glossy wyvern
#

In shadergraph I cannot see node wires, any (explainable reason) for this?

novel dune
#

Hello everyone, I have a question regarding materials.
I want to create a 3D pixel art style, and I'd like to know how to make material's texture to be not blurry (to make them look like on the 2nd picture)

marble vigil
novel dune
sharp isle
#

Anyone with help on how to add shadows to terrain grass, without any knowledge of code or shaders?

#

Anyone with help on how to add forces to wind, so as to make it move, slow, push, hustle a player controller?

coral hornet
#

idk if this goes here but why on game view some meshes disappear ?

scenic burrow
soft lion
dense tapir
#

Hi im baking my level lights but i cant find any good way to add light to player weapons pls help

#

do i just add a bunch of point lights or smth like that?

warm island
scenic burrow
#

they can be a pain to place by hand, but there are free scripts/tools on the asset store (or elsewhere) that you can find which can automate the placement of light probes for you

dusty ledge
#

Does anyone know how to get a smooth blend in the horizon, so that it looks like a gradient and the plane blends in with the bg color?

vivid lily
#

Hi! I'm using the bloom volume with URP and I just noticed that the effect is not the same at all when using different screen sizes. Adapting the intensity proportionally to screen size doesnt give the same effect at all. Does anyone know a solution/alternative ? Thanks!

rigid roost
#

does having deferred rendering mode in URP make shadows vanish in the scene view for anyone else?

vocal fox
#

I have a bit of an emergency and could use some help

I have a URP shader than runs fine in the editor.
If I make a build, it replaces the material with the dreaded purple placeholder.
If I switch off 'strip unused variants' it works on my machine but not on my boss's mac.

This is for a demonstration tomorrow on a mac.
The only option open to me is to try and debug the build on my windows PC but I don't know how to get more information out of it - how to attach visual studio to a running live build, for example? Or how to get it to tell me why it chose to purplify my material. There's nothing in the 'Development Console' that appears to be of any use.

marble vigil
vapid ether
#

Edit > Project Settings > Graphics > Always Included Shaders

vocal fox
vocal fox
#

quick update though - boss has it working, he updated his copy of unity. It still doesn't explain why this won't work with shader stripping when the shader(s) really shouldn't be stripped. One thing about them that I might test monday is that the shaders are in packages, not in the asset folder.

#

I've noticed some things tend to behave a little differently depending on whether they're in assets or in a package- potentially a source of problems?

coral hornet
fallow aspen
#

is URP objectively better than SRP now for mobile games? It seems hard to get an answer for this. In terms of features and performance and just getting the best graphics on mobile, as well as finding developers/artists familiar with the specific framework

scenic burrow
#

I wonder if now that alot of time has passed, has it finally outpaced the built in pipeline for mobile

soft lion
scenic burrow
#

SRP its just a framework

soft lion
#

...which birp doesnt use

sinful gorge
#

When urp and hdrp came out built in was actually called standard render pipeline in a post. Very confusing

#

I've used URP for all my projects in 2020lts and 2021 lts and haven't really seen many issues with it vs built in. @scenic burrow @fallow aspen

Performance is similar for me compared to built in.

If there are any specific issues about urp feel free to ping me

soft lion
#

Oof, didnt know that srp did mean birp at some point, thanks

scenic burrow
#

yep

#

I might stick with built-in then

sinful gorge
scenic burrow
#

vr project targeted for quest 2

#

I've considered URP now since its matured alot since when I first used it but if performance is similar then I might stick with it. I can do everything I need in built in just fine, only considering URP if its actually more performant on a general basis compared to the built in one

runic gyro
#

how do I change the overview camera clipping

scenic burrow
runic gyro
#

I got it

#

Sorry for posting without investigating the forums

scenic burrow
#

yep you got it

marble vigil
hoary spade
#

Can reflection probes overlap in urp? Or will strange things happen?

dark sphinx
#

i am trying to make a dotted line with a line renderer, and i have a texture which has a dot surrounded by transparent space in order to space out the dots on my line, but when i set the line renderer to tiling mode, it crops the transparent edges of my texture and the dots are right next to each other. how can i make it not crop the transparent parts of the image?

#

also slightly related question, why does the texture display on the line renderer when i set the material to Unlit/Transparent Cutout but not when i set the material to Unlit/Transparent

marble salmon
#

is it only me who sstrugles with URP trees?

marble salmon
#

Can anyone share some material how to create billboards for trees for URP pipeline for terrain? As it creates bushes billboards for, but for trees it just uses LOD. And even if U have trees FBX models, I do not know how to create Billboards for terrain. I understand it should be just an image that rotates towars user, but how exactly to do it my self, cant find any material for a while now.

iron compass
# marble salmon Can anyone share some material how to create billboards for trees for URP pipeli...

The billboard is just the highest LOD with a material that has a billboard shader. You can make one in shader graph yourself. The texture for it should be part of the art asset you got. Some utility assets can generate them for you (in the unity editor, e.g. amplify impostors) or you can make them with a script (not quite trivial). Easiest path would be to have speedtree generate the whole package for you (all LODs)

#

to get decent vegetation performance and aesthetics you probably need to use alternative (not builtin) renderers for terrain and terrain objects

sleek sphinx
#

Hey,
for some reason, my mesh & URP material turn purple in Project tab, but they look fine in Scene view. Is there a one button solution to this to refresh the preview to get correct result or something? Right now I need to go to each individual material and mesh in order to update the preview back to normal.

vocal fox
#

Hey people, I asked yesterday about weird reasons a material might go purple in a build but not in editor - I managed to get around the problem by turning off 'Strip Unused Variants' but my boss tried the same on his version and the purple problem remained. He upgraded his unity version and he could also use 'strip unused variants' to sidestep the problem but today, after getting latest, the problem has returned for me even when turning off 'strip unused'.

Clearly something here isn't stable and I'm not getting any error messages that indicate what's going on. I'm using 2021.3.8f1, does anybody have any hints?

#

oh wait, just ran it locally and it's now purple in editor too - material is missing there, need to check if something's gone wrong elsewhere

marble vigil
vocal fox
grave kelp
#

urp creates this file called settings it has low urp and high urp inside and when i drag them to graphics they work but when i drag the assets i created and drag into graphics it doesnt and i followed the tutorials

#

blue one im dragging in i dont see any changes but inside settings theres a bunch of them like that that do work

#

alright i think i fixed it

grave kelp
#

now my camera is very choppy using urp

grave kelp
#

hm nvm

strange ermine
#

I get these artifacts sometimes when working on my laptop, any idea what this could be? The issue is not present on my desktop.

#

Desktop:

sinful gorge
#

Is it a decal? Texture? Extra mesh?
Which urp/unity version? Tried updating? @strange ermine

sinful gorge
#

Bit frustrated. Does anyone know what could potentially cause these artifacts?
Using a mesh with triplanar shader

paper vine
#

Is there a way to downsample using the render scale feature and NOT use bilinear filtering?

strange ermine
upper flare
#

My URP 2D Light is showing gray and it’s creating like a beam of light that in the corner kind of works as a mini map because shadows that are casted with the main one show up as a mini version in the circle, if I can’t get rid of the circle I can just move the camera in, but I want to be able to have the light not gray out everything

patent wagon
#

Anyone know a fix for when you try to convert a material to urp and it just says this "There's no upgrader to convert shader to selected pipeline"

marble vigil
solar coral
#

hey for the default urp unlit material, what is the colour's name?
Update: it appears to be _BaseMap

solar coral
cinder kindle
solar coral
solar coral
cinder kindle
#

Right click on the tab. Or through the [...] in the top right corner

solar coral
#

oh fascinating, im not quite sure how to read this debug info though

#

guessing somewhere under saved properties > colors ?

cinder kindle
#

If it's listed there then it's a colour yeah

solar coral
#

weird, cause unity does not think it is a colour

#

trying to set base map with colors

#

nooo pressed enter accidentally

cinder kindle
#

You can also right click on the material header (this part) and choose Select Shader and it will tell you the identifiers and types

#

What's your code?

#

Btw _BaseMap would be the texture, not the colour

solar coral
#

        BiomeIndicator.material.SetColor("_BaseMap", new Color(
            (CurrentBiomeNoise.x + 1) / 2,
            (CurrentBiomeNoise.y + 1) / 2,
            (CurrentBiomeNoise.z + 1) / 2
            ));
cinder kindle
#

Do _BaseColor instead

solar coral
#

ah thanks!

unkempt glacier
#

Hey people. For some reason, shadows aren't being rendered in my scene view, but they exist in the game view. What's the matter?

sinful gorge
cinder kindle
#

Or you might have lighting disabled in the scene view

marble vigil
#

@unkempt glacier You don't want to cross-post
People end up wasting time suggesting the same things

broken dragon
#

Hey guys i can't build my game and I'am getting those errors do anyone have a solution ?

last lintel
#

i keep getting this error and have no idea why

silver forge
#

hello guys, i really need to your help. I will show few hours later my game demo but urp lights have a problem on terrain. looks like a terrain is divided into squares

gilded bronze
#

hello, folks )
I've got no clue why the meshes look so dark in the shadows
I followed several tutorials about urp lighting setup and even with more or less default settings people's scenes look way better

default skybox, no light baking, but still looks awful
I'm using 2019.4.27 version

copper pilot
gilded bronze
sinful gorge
#

In the lighting settings

gilded bronze
#

@sinful gorgedo you mean this?

sinful gorge
#

Can you screenshot the whole tab

#

I forgot the exact terms

gilded bronze
sinful gorge
#

Ah this menu definitely changed between yours and 2021.
In 2021 you can set the color and intensity of shadows/unlit areas

#

Not sure then, sorry

gilded bronze
sinful gorge
#

Maybe that helps?

#

Otherwise I am out of ideas

gilded bronze
#

tried it, became worse 😅

sinful gorge
#

Id suggest make a forum post as well for support

gilded bronze
#

I don't know why the shader acts like this

gilded bronze
#

gotcha
found the core of the problem
the ambient occlusion map in the shader is acting funky

#

and switching from gamma to linear color space did a trick

marble vigil
marble vigil
silver forge
#

thx for support ^^

marble vigil
silver forge
marble vigil
silver forge
gilded bronze
scenic burrow
earnest lava
#

What's the best version of Unity 2021.3 LTS to use on URP projects?

marble vigil
short wagon
#

Hi! Should I upgrade my Unity version to 2022.2 and get access to URP 14 with the new Bloom Quality Settings, or stick to the 2021.3 LTS version(more stable) but I won't be able to access these optimisations on bloom post processing. Could I get into some problems in the future if I upgrade?

sinful gorge
# short wagon Hi! Should I upgrade my Unity version to **2022.2** and get access to **URP 14**...

Use source controll, then if something ends up breaking you can revert and get back the scripts you worked on using it.

I can't answer this on just these details. If your game is in the final stages, I would finish it first, and maybe with a big update in the future upgrade unity as well.

If you still are in early stages of development or have a long road ahead, upgrading could be nice. Back up the project, upgrade and test the new features.

If you encounter any bugs, file a bug report and then it can be fixed

#

My current project will stay in 2021, but my prototype of another project will be made in 2022.2, and upgraded to 2022.3 lts when it comes out and will stay there

short wagon
#

Makes sense, I've used git for this project so probably I could go back in case something goes wrong.

#

So thanks! Wanted to know another opinion because I wasn't quite sure what to do.

marble vigil
sinful gorge
#

It just got out of beta (;

#

But tech steam is still kinda beta sometimes

short wagon
#

Yep, so that's why I'm more comfortable upgrading, at least its not an alpha or beta

sinful gorge
#

To be fair, even 2021 lts can break very basic things sometimes😂

marble vigil
sinful gorge
#

But definitely test the game, and your workflow after updating

marble vigil
#

LTS is far from perfect, but it's the best option out there
Having to upgrade versions too much always seems to cause a build up of vague problems

short wagon
#

Ok, just updated, I don't see the new bloom features 😄

#

On the website documentation

#

*Max Iterations *and *Downscale * are shown, but for reason none of them are available

sinful gorge
#

Maybe re-add it?

short wagon
#

I'm reopening the project, will try that after

short wagon
rigid roost
#

I made a model in blender, and when I imported it, it seems to have no self-shadowing? With a directional light, they kind of do, but in the environment they will be in, there will be no directional lights. I don't have Much experience in importing assets, so I'm not sure where to begin troubleshooting this. Yes, they have cast shadows on, and shadows can be cast upon them (with directional lights at least, but not with points and whatnot. It may be important that they are single-sided, meant to just be a wall the player won't be on the other side of. Having single-sided meshes has caused artefacts with URP before.
Where do I begin with this?

marble vigil
# short wagon

Even with URP 12, you should have a "skip iterations" option which does much the same as "max iterations"
Not sure what's happened there

short wagon
marble vigil
#

Spot and point lights probably do not have shadow casting enabled by default

wispy sierra
#

I have created a custom URP asset. Nothing fancy, it just allows me to change some default materials and shaders, like below.
My problem is, when I set it in the game, it gives a null exception on UnityEngine.Texture.get_width ()

#

it shows this, but the fix button doesn't do anything

short wagon
wispy sierra
sinful gorge
#

Good to know

queen raptor
#

Hello, im having a hard time with the SRPBatcher.
My mobile game is GPU Bound like crazy, im getting readings of 50ms+ of Gfx.PresentFrame in the Render Thread.

I've tried to combine my shaders and remove keywords to allow
SRPBatching.
Using the FrameDebbuger on a mobile device im averaging around 120 Events which is great but when I profile using RenderDoc I get almost 400 actions.

Is there something that im not getting about the SRPBatcher? Is it not an alternative to Static Batching or GPU Instancing?
Im I reading the data wrong?

summer kelp
#

Is there a limit to 2d point lights?

gilded bronze
#

it mostly happens when the camera is moving

#

looks like a z-fighting, but I checked the mesh. everything's fine

rigid roost
gilded bronze
hollow cedar
#

I'm trying to use baked lit materials and it seems they look worse than Simple Lit, is that supposed to be? I'm baking lightmaps and using reflection probes, neither of which achieve the same look as Simple Lit.

Not sure if I'm doing something wrong here, and I can't seem to find any documentation for Baked lit materials other than the URP docs.

Here's a comparison with Baked Lit vs Simple Lit (darker is Baked)

sinful gorge
hollow cedar
#

everything is using baked lit except for the 4 small objects

sinful gorge
#

Maybe a custom shader? You can't really make it brighter when baking afaik.
And not sure about the shadows. Are the objects static?

hollow cedar
sinful gorge
#

If they aren't static no shadow will be baked

#

Since they can move

hollow cedar
#

I assume that means baked materials won't receive realtime shadows then

#

any idea how to make the baked shadows look less blotchy as well? I keep googling for solutions without much progress

storm fossil
#

Let's say you wanted to take this building, and have 100 of them in the scene all animating like this with a point light and emissive material animating via script and two smoke effects via FX graph at the same time, how would you go about making that kind of scene have good performance / FPS? https://streamable.com/1o08rw

hot moss
#

im trying to make a blur ring effect like this but im not sure where to get started
it seems to be using an actual 3d object for the effect but i assume id need to use some kind of post processing effect to access _MainTex
other than that im not sure how to do this, anyone able to help?

hollow cedar
fluid charm
# hot moss im trying to make a blur ring effect like this but im not sure where to get star...

This is exactly what I'm working on. Usually people will tell you to use the scene color node in ShaderGraph, what they won't tell you is that it doesn't get the transparent objects from the scene(rip those sparks) as far as I've searched you can only do it using a ScriptableRenderFeature that will get the camera's rendertexture then set it globally, then get it from your shader graph you can then use some UV magic to make it so that the object only gives you the pixels in front or behind it. Finally you can distort the image by adding some noise/another texture to the UVs.

You'll need to give your distortions a tag in the inspector/though scripting, and ignore it on both the opaque and transparent RTs then the SRP will also have to render any objects that have the tag after everything else to make sure they don't keep showing themselves.

Now, if you want to do this in a VFX Graph with multiple pieces that you don't necessarily want to be on top of everything you're out of luck. And so am I, because this is exactly what I came to this discord to ask. ShaderGraph does not have LightMode keywords (as of URP 13.1 ish).

Edits for clarification.

scarlet knot
#

Hello! I can't seem to figure out why this plane isn't adopting the scene color. I have saved the shader, and applied the material : P

#

In case anyone has this question in the future, inspecting your URP Quality setting and toggling on "opaque texture" will fix it

remote basin
#

I'm using the Depth of Field Post Process effect in URP. For some reason, there's a square in the bottom left corner that doesn't get blurred. Here's a screenshot:

paper vine
#

I'm trying to figure out why my terrain (marked as Draw Instanced) is using up 20 batches/draw calls. Found this in the frame analyzer. Is this normal?

#

Also, draw instanced doesn't even seem to do anything

#

neither does marking it as static instead

#

uses the default URP terrain shader

#

there's no details/trees/whatever either. It's just a flat plane.

main eagle
#

hi, I am looking to modify URP light attenuation and read that you can modify this in the Lighting.hlsl file. Is it a bad idea to change this file? I fear that if URP has an update the file will be reset to default again

warped skiff
#

can always just duplicate it

main eagle
warped skiff
#

make a material out of the duplicated one

main eagle
#

do you know where it is located?

sinful gorge
hollow cedar
#

by lightmap scale, you mean in the mesh renderer? would I increase or decrease it?

sinful gorge
#

I think there is a float on the mesh renderer component

#

Generally set to 1. If something doesn't need much baked detail you can decrease the size kf that object in the lightmap

hollow cedar
#

iirc it's already 1

sinful gorge
#

You could increase it and decrease objects that matter less maybe

torpid grove
#

everything is pink after switching to urp! how do i migrate my shaders to urp in unity 2021? google says edit > render pipeline but i don't see that option

sinful gorge
#

Together with 4k lightmap texture resolution. For all lighting a 4k texture isn't that bad

hollow cedar
#

well yes but my GPU doesn't have enough RAM which means I got to use CPU 😅

sinful gorge
torpid grove
#

thank you, seems like the settings were changed around in recent updates

#

worked

sinful gorge
#

Yep, 2021 changed it

#

Nice

hot moss
# fluid charm This is exactly what I'm working on. Usually people will tell you to use the sce...

sounds like it would be easier to just fake it, since it's only gonna appear a few frames at a time anyway.
my idea is to have radius and width parameters for the effect, and if a given pixel is within width of the radius around the center of the screen (or the screen position of the player) then distort the texture.
for the distortion itself id try to stretch out the texture as it gets closer to the center of the ring and move them together as they get to the ends so it looks like theres a donut-shaped bump in the image. i can then animate the radius parameter to scale from the center of the donut.

problem is i dont have any experience with custom post processing in urp, ive done a couple in birp but im not totally sure what the right way to do this would be. i tried setting up a shader graph with a render object but i couldnt get _maintex from shadergraph (i could also use hlsl or something but im not sure if that would solve my problem) and i dont think this would work very well if i wanted to have split-screen multiplayer (not sure ill do that anyway but itd be nice to have the option)

glad oar
hot moss
#

i did see that but wasnt sure if it was the best way

hot moss
#

trying something else- instead of using scene color im using a render texture from a separate camera which has different layer settings, using this i was able to make a sphere that is only visible when intersecting with an invisible plane. hopefully i can build off this to isolate a texture of a vfx graph and somehow use that to distort the image. not sure this is the most efficient way to do this but it seems to work

mortal furnace
#

anyone has problems with urp + unity 2022.2.0f1?

glad oar
#

Well… I’ve had multiple problems and all have been pretty specific

#

Like render to texture suddenly causing shadows to be super lowres with no obvious reason and decal system being total pain in the ass

hollow cedar
#

Is there a straightforward way of making a ShaderGraph with SimpleLit or Baked Lit rendering? (I now realize there's a shaders channel, woops)

sinful gorge
hollow cedar
sinful gorge
hollow cedar
sinful gorge
hollow cedar
#

I see, thanks

#

crossing my fingers Unity pushes forward with technologies instead of leaving them behind like URP

sinful gorge
#

What? How is urp left behind?

late monolith
#

Hello i sometimes seem to have a small lagspike in Unity, i don't think it's my code since it only happens on random occasions and my code is for the most part every frame.

In the profiler i see that this seems to take long:

Gfx.WaitForGfxCommandsFromMainThread
20.88ms

Current frame accumulated time:
24.26ms for 24 instances on thread 'Render Thread'

Any idea if i can prevent this by adjusting some render settings?

#

The Semaphore function seems to be part of the function above

#

I have closed all other apps i had open now it seems to stop with the lag spikes so i assume it was because of the apps i had open besides the editor

median juniper
#

Hi guys, the webgl build of my project has the colors completely wrong. I tried changing the color space from linear to gamma but with no help. Any idea why this must be happening ??

soft lion
median juniper
twilit coral
#

Pls i am creating a drifting controller for a car but i need help 😭who can help?

lapis bane
#

Hi, im pretty new in unity does someone know how to put roughness texture in unity's default material?, i tried putting the roughness map in the albedo alpha channel but it doesn't seem to work

twilit coral
#

Am sorry but urp will be needed

soft lion
twilit coral
#

Aiit thank

faint helm
#

As soon as i changed to urp my object went pink (pretty standard)
then i changed the affected object to urp and it went white.
the material does not show through the white which is what i'm trying to understand

#

using the asset blake the adventurer as a placeholder for now

#

the material was perfectly fine before urp

faint helm
#

any help is appreciated

faint helm
#

all is good, found the issue

blazing stratus
#

im migrating from builtin to URP, and using the funny converter thing

#

which are the things I should convert?

#

i checked everything and it ran for maybe 1.5hrs so maybe i shouldn't be checking everything

sinful gorge
#

Just materials is the most important @blazing stratus

#

Read only materials are the slowest and generally not needed

blazing stratus
#

thanks

limpid patrol
#

does anyone here use srp batcher in urp? a question why the batches increase when srp batcher is enable.

marble vigil
#

And to see more accurately what it's doing, use the Frame Debugger instead of Statistics window

#

The reported batches increase likely because SRP Batching takes precedence over some other methods of batching

wraith kestrel
#

anyone know why this is happening with my ortho camera

halcyon sphinx
#

Hey anyone got tips converting a HDRP project to URP?

halcyon sphinx
#

is it in volume layer mask?

soft lion
deep basin
#

Does anyone know why I can't seem to find the urp/toon shader path despite having both installed

sinful gorge
west fern
#

so i was messing with my games urp settings and now im stuck with this problem even after reverting to everything

sinful gorge
soft lion
#

I think decals too have some limit

sinful gorge
#

Probably yeah

fluid charm
# hot moss trying something else- instead of using scene color im using a render texture fr...

Any luck with this Josh? I gave up and just went with the scriptable render feature and accepted that there's no way around it. My VFX graphs need to be split into the parts that do everything else and the parts that need distortion.

The multiple camera solution, sadly, does not resolve my needs because in the end if it has to be on a different layer it'll be rendered on top of everything (exactly what the scriptable render feature does)

Sometimes Unity just throws so many wrenches into everything that I wanna give up on it.

Like why does scene color only get the opaque texture, which I've also recently found out is URP only??? Why have they done this?

hot moss
weak spruce
#

Hi question about URP: Frame Debugger shows the trees as one draw call, but Intel GPA doesn't agree at all. Who is right and why?

#

many drawIndexedInstanced, one for each tree

glad oar
iron compass
#

has anyone used URP render objects to draw meshes on a given layer behind everything else? Neither a depth write nor a render event seems to do it

sinful gorge
#

It's probably stencil you want. Look on YouTube for stencil portals @iron compass

true flume
#

good evening! what are the best URP settings for quest 2?

iron compass
viscid hamlet
warped skiff
#

skybox is a light source

waxen gate
#

Hey guys so I have 2 shaders made in shadergraph and they look like this in the normal unity editor:

#

everything looks normal

#

but when i build the game and play it

#

it looks like this:

#

is this just a bug?

sinful gorge
ancient obsidian
#

guys i just downloaded URP but i cant find setting that convert all materials

marble vigil
weak spruce
#

SRP batcher not batching shadows seem to be a bug. I am going to open a bug report today. It seems I am not the only one to have noticed it. The problem doesn't exist if I use GPU Instancing only.

north arch
#

How do I turn of Ambient Occlusion in URP?

marble vigil
north arch
#

thanks

south shale
#

Are overlay cameras not supported with deferred rendering? In 2021.3.

placid laurel
#

How can I change an URP Decals Priority value at runtime?

soft lion
zinc dirge
#

Did anyone have experience with non-tiled isometric rendering? I need an insight on how to handle character's layering
Everything on the internet seems to be either tiled isometric or hand drawn top down/side view, while our project is isometric hand drawn
I am going to write my own script to handle it, but I still think it's impossible that unity doesn't have a built-in function for this

zinc dirge
iron compass
marble vigil
zinc dirge
# iron compass For what exactly? What is none-tiled isometric rendering? Orthographic perspecti...

That could be the question I am asking here actually 😅 I try to clarify a bit more.
I am using Renderer2D without perspective. Everything on the scene is a 2D sprite, including the map. Every object on the screen, including the map, is drawn by our artists using an isometric perspective, but it's just a flat sprite in the renderer's context. This makes it hard to sort sprites correctly because two partially overlapping sprites could need to be sorted as A-B or B-A according to their appearance.
I was expecting to find a state of the art solution for this problem, but I was unlucky until now.

zinc dirge
iron compass
# zinc dirge That could be the question I am asking here actually 😅 I try to clarify a bit ...

well, in unity you have various options to define the sorting of your objects, but there is no generic way how an engine would know how to sort your sprites (in 2D) since it cannot know what they represent and what ordering-relationship they have. Idk really what you mean by "state of the art" here since this is not really a technology problem, more a straight up design/logic problem which you can cast directly into the ordering facilities that the engine provides.

zinc dirge
#

Yes of course is a design problem, but a common one, isn't it? I expected engines in general to be aware of it

iron compass
#

2D vs. 3D is a very murky concept nowadays (when it comes to describing your game), you can do 2D with all 3D tools (e.g. cult of the lamb is 3D rendered but uses 2D art)

#

so building on that, classic approaches to 2D are certainly solved, like making an iso grid, which unity can do with its tilemap, but often in 2D you have very unique perspectives (oblique, skewed, curvilinear) which cannot be generalized easily.

#

usually sprite based 2D games apply a lot of trickery to achieve a desired effect, nothing in that process is efficient, as you may experiencing rn, so many projects opt to go a more "3D, skeletal animation, light/particle FX" route and less a "2D, sprite, frame-by-frame animation/FX" routhe

#

the 3D path is considerably more generic due to the standardisation of perspective and sorting

amber otter
#

Hi , I'm messing around with the ScriptableRenderFeature / Pass , for instance I would like to blit the color of the GBuffer into a renderTexture, I can't figure out a way to do it

iron compass
amber otter
#

thanks ,I'm into that , however it is unclear to me if in the SRP Pass I can already grab the Gbuffer color and blit it to a new render texture

#

or if I need to blit the content of the gbuffer and extract only the Color trough a shader, and if yes, what shader variable actually has the Color information for the GBuffer

#

I'm doing something like this in the Execute of my pass

#
            ConfigureTarget(hatchingTex);
            cmd.Blit(source, hatchingTex, hatchingMaterial , -1);```
#

without success, altough a image is blit into the target texture, it is not the content of the GBuffer0

#

I'm surely missing something

#

I'm even experimenting with chatGPT , seem I found something is not able to answer properly

#

or surely I'm asking the wrong question

zinc dirge
#

Thanks for the insight @iron compass, we will think of something!

amber otter
#
            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_GBuffer0, i.uv);```
worthy snow
#

Hey everyone ! I just converted my project from built-in to URP with the converter and it broke my camera. The screen is black (except for my UI) and everything works fine in the editor (camera following the character etc). When I disable the camera, the screen is flashing between black and the camera view (but not moving). Any idea why?

marble vigil
worthy snow
#

I had no overlay camera

marble vigil
# worthy snow I had no overlay camera

Then I'm not sure, might be something wrong with the URP asset or Renderer asset
I would test making new cameras in a new scene to try to pinpoint the problem

worthy snow
#

Ok i'll continue checking further then 😦 Thanks anyway 🙂

marble vigil
#

If it's broken there too, then it's not because of any specific settings or components of that camera

worthy snow
#

Other cameras are working fine

#

I'll try making a new one from scratch

worthy snow
#

Unchecking "HDR" in the URP asset makes it work again 🙂

obtuse girder
#

Looks like the only way to reproduce the Triplanar UV behavior from HDRP is to make a custom shader graph? thinkPeepo

#

I wonder why it's so much more complicated

copper pilot
grave kelp
#

how do i make a certain object glow cus my sky is glowing too when i add bloom

glad oar
#

I have not done this, so it’s somewhat a hunch:
-two cameras, normal and bloom cam
-normal camera renders everything and also stores depth into texture, bloom camera renders only bloom objects into render texture
-custom post processing effect renders bloom texture in post processing chain. Depth texture from normal camera is compared to depth of bloom camera. If they differ, bloom object is not rendered because it’s not supposed to be visible. Bloom is applied after this

#

I don’t think there is simple one click solution

marble vigil
#

The closest you can get to one click solution is to use a high bloom threshold and material emission intensities to exclude object that way, though there's no way to guarantee the threshold won't be passed unexpectedly @grave kelp

shell scroll
#

Hey, just started looking at using rendering layers to get decals working properly

#

But when I activate the rendering layers toggle in the URP settings ... none of my opaque meshes are rendered any longer

#

Why is that?

cyan swallow
#

URP 14 is causing me grief 😦 I dread these URP version changes

sinful gorge
cyan swallow
sinful gorge
#

Yeah the docs are definitely a bit outdated

urban vessel
#

Hello, quick question. So I just updated my game to the latest version of Unity while it was in Unity 2019 before. I used the URP in the project when it was in it's experimental stage (I don't know if it still is) and it's throwing me errors like The type or namespace name 'Universal' does not exist in the namespace .

cyan swallow
sinful gorge
cyan swallow
urban vessel
urban vessel
urban vessel
#

Turns out the URP was not even installed

cyan swallow
urban vessel
urban vessel
urban vessel
winged root
#

Whenever I run the profiler, I get spammed with errors about a render feature I have on my URP asset:

Non-matching Profiler.EndSample (Every EndSample call must have a preceding BeginSample call within the same frame): OutlinePass
Previous 5 samples:
    Gfx.SetRenderTarget
    Outline-188416
    Gfx.SetRenderTarget
    RenderTexture.ResolveAA
    OutlinePass
In the scope:
    Outline-188416
    ScriptableRenderer.Execute: UniversalRenderPipelineAsset_Renderer
    UniversalRenderPipeline.RenderSingleCamera: UI Camera
    Render Thread

It's an outline render feature I got from a package. Is this something wrong with the asset, or something gone wrong with my configuration? Is there anything I can do to fix it, I expect this error spamming up when running the profiler is skewing some of my results.

cyan swallow
#

it's great if the code updater fixes it for you though!

cyan swallow
#

Most frustrating change from URP 13 to URP 14 seems to be the blitter API breaking compatibility with post process shaders. Is that correct or am I getting something wrong?

cyan swallow
cyan swallow
#

I assume the responsible bit is the part where vertex data gets generated in the shader for platforms other than ogl

still vigil
#

Is it possible to turn off lighting for an emissive material, specifically for Unity's realtime GI?
I just want my material to glow and not affect other objects in the scene

marble vigil
still vigil
#

nvm it was a reflection probe that was causing the issue - thanks

sharp isle
#

Greets! Just a lil help here. How to make a sprite out of a png texture? Should be simple, managed it once, but i cannot fnd it again. Got my texture 2D, the sprite i made out of it, but i cannot combine the two. If i drag the texture on the sprite, it's a crash to reboot...

west fern
#

hey so i bought 3 different vhs effects from the store for my game but none of them seem to work in urp. they all seemt to only work in built in which sucks. is there any way i cant make them work because i spent 50$ on them

marble vigil
west fern
#

ok

marble vigil
# west fern ok

Well, there's a chance it won't be as hard, but it's really hard to tell without relevant expertise and you'll have to learn how implementing custom post processing works for both pipelines in the process
I imagine it's an acceptable reason for a refund if you get an incompatible asset by mistake

west fern
#

ya thats what i put in just to refund because there was no mention that it wasnt compatible

#

thank you tho

#

for the info

willow eagle
#

Hello guys how can I solve this warning, it's just annoying

sinful gorge
willow eagle
sinful gorge
#

It's probably a mesh within a model?

#

Can't help much with that without project access

cyan swallow
#

How can I write to both color and depth targets simultaneously for fullscreen effects in 2022.2? Previously, I could set render targets for color and depth and then use a full screen draw. But this now raises warnings and suggests to use the Blitter API. However, Blitter API doesn't seem to support color + depth targets

stray scroll
#

on the output particle block of vfx graph, is there any equivalent to this in URP? I want to make it so light will be able to go through my particles (specifically the emission of a material)

sinful gorge
stray scroll
sinful gorge
cyan swallow
trail spear
#

noticed unity has this pretty cool sprite highlight effect glow that is compounded for the whole group of sprite renderers, is this available to us to use ingame?

fallen token
#

Hello,

I'm looking for a way to keep Render texture result renderer via Scriptable Pass.

I am currently rendering into a render texture.

The next frame I want to use the render texture rendered result in the same material, but I can't - The render texture given 2 frames after is black.

Would someone help me on this issue ?

I'm trying to achieve the same result as shadertoy when you can get the previous rendered result of the same pass.

So :

Frame 1 : render in a specific Render texture - Copying a specific texture into a render texture for example.
Frame 2 : render the Render Texture only.

lusty phoenix
#

hi is there a resource to change my current 2d project to urp?

sinful gorge
#

The render pipeline converter should do a lot already

lusty phoenix
#

i tried to do upgrade my assets with converter but didnt work so i did manually upgrade them

#

it works fine now

sinful gorge
lusty phoenix
proven hornet
#

Hi! I've been working with URP for my current project, but suddenly I realised Material Property Blocks completely breaks the SRP Batcher, I've been using material property blocks for shader animations for a long time and I'm not sure how to implement an alternative which will won't break the batcher. Is there any other solutions for shader anims in URP?

cedar pendant
#

Anyone have any ideas what may be up with this? I made a shadergraph for outlining a sprite and it seems to work for most of it but the top and bottom are not outlined while there are random spots on the edges

proven yarrow
#

any advice on making this earth less boring? I still have to change the skybox to something and make tweaks to the earth material but anything else I could do to make it brighter or have some kind of haze around it without just cranking up the bloom?

marble vigil
cedar pendant
#

so did I cut my sprite too close? or are they too close on the sprite sheet?

marble vigil
cedar pendant
#

Alright, thanks a lot dawg

sinful gorge
#

Forgot the exact name

proven yarrow
#

alr thx

placid kite
#

Is there something special I need to do for Skyboxes with URP? I set my skybox in lighting, but it isn't showing up on my cameras(and the cameras are set to skybox as well).

gusty cosmos
#

I disabled all my realtime lights to just bake everything but now my material previews are dark (as expected) is there a way to light only these previews up?

split adder
#

Hey everyone! Does anyone know how I could make a light that has the same intensity no matter how far the objects are as long as they are in the range of the light?

#

Kinda like this

#

(I'll use a cookie for the "no soft edges" effect)

#

Or, another solution would be this :

split adder
#

Okay even better, I made a gif to "show" what I want to do.
I want a light to act that way, the closer it get, the "bigger" the circles get on every object around the light, and the color changes depending on the distance to the object
Maybe some of you will understand it better in code :
(If lightDistance < 1meter : 4 "circles" with 4 colors
If lightDistance < 2meters : 3 "circles" with 3 colors
If lightDistance < 3meters : 2 "circles" with 2 colors
If lightDistance < 4meters : 1 "circle" with 1 colors
If lightDistance < 5meters : No change)

#

Could I simulate this effect by using masks? Could I change the way light works? Would a shader work maybe?

marble vigil
split adder
#

I tried shaders, but shaders don't work with point lights (from what I read online, and with what I tried)

marble vigil
cyan swallow
#

2022.2, URP14: Does anyone know how to get the color target and/or depth target of the inspector window's preview?

cyan swallow
#

however, in URP14 this is now uninitialised when the preview window is being drawn (it works fine for game and scene tabs)

#

the 'how to blit' guide in the wiki suggests using m_RenderPass.SetTarget(renderer.cameraColorTargetHandle, m_Intensity); - making a setter method and giving it the handle from SetupRenderPasses on the RenderFeature. This doesn't work for the preview window though - it just shows the game or scene camera view in the inspector if you do this

#

e.g. this should be showing me the texture preview window, instead it's just taking color target from the Scene tab

marble turret
#

Hello, anyone having issues when installing UTS (Unity Toon Shader 0.8.2) on fresh 3D URP project (2021.3.16f1)

solemn isle
#

Quick question: is there a way to disable a renderer feature in preview windows (for animations, prefabs, whatever)?

solemn isle
# split adder I tried shaders, but shaders don't work with point lights (from what I read onli...

Shaders do work with point lights. You can access them using

for (int i = 0; i < GetAdditionalLightsCount(); i++) {
  Light additionalLight = GetAdditionalLight(i, positionWS, 0); // or just GetAdditionalLight(i) if you don't care about shadows
}

You'll need to define #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS in your shader, otherwise you'll get inconsistent results

delicate berry
#

hello everyone! Just out of curiosity, while programming graphics for a game in Unity(URP), how often do you end up setting up a custom pipeline for issuing draw calls (Graphics.DrawMesh etc.) ?

#

Or do you find Unity's rendering pipeline effective? Or have resorted to making a Custom RP (SRP) ?

delicate berry
solemn isle
#

Boring, unhelpful answer: it depends.
My current project actively uses additional passes, and I'm considering switching to a custom SRP entirely, because I basically use nothing of URP

delicate berry
solemn isle
#

If a shader doesn't have a pass with the LightMode tag you're rendering, meshes using that shader will basically be skiped

#

Performance impact is for all intents and purposes, zero

delicate berry
solemn isle
#

I'd honestly just swap materials in the runtime, I think it'll be easier all around

delicate berry
split adder
cyan swallow
cyan swallow
# cyan swallow You could probably check in configure/execute of the pass what the `renderingDat...

Preview cameras are in general not in a good state in URP right now. Three bugs I can think of: (i) Having 'Opaque texture' set in the RPA will cause [worker 0] errors to flood the console when the preview camera renders, (ii) Preview camera doesnt setup render pass https://forum.unity.com/threads/preview-camera-does-not-call-setuprenderpasses.1377363/ (iii) null ref exception if using screen color in a render feature in preview: https://forum.unity.com/threads/nullreferenceexception-in-2022-2-1f1-urp-14-0-4-when-rendering-the-inspector-preview-window.1377240/

solemn isle
# split adder I completely suck with shaders, I used them only once or twice and used the shad...

Ned has some good tutorials, both in written and videoform: https://nedmakesgames.medium.com/writing-unity-urp-shaders-with-code-part-1-the-graphics-pipeline-and-you-798cbc941cea

It's also possible with ShaderGraph, as it allows for custom functions (but I personally find using SG way more cumbersome than just writing them the oldschool way)

Creating shaders looks way harder than it actually is

Medium

In this tutorial series, I will walk you through writing a fully featured, general purpose shader for Unity’s Universal Render Pipeline.

sleek ravine
#

Hi, is there anyway I can render my planet behind the atmosphere of the procedural skybox in URP?

#

to give the illusion that it is in space

warped skiff
#

I think one of the urp samples shows how to draw to skybox

sleek ravine
#

Oh really? Ill try to find that

#

Is that using a 3d object?

warped skiff
#

Yeah

sinful gorge
#

I think using fog, either via shader or using the lighting settings, will mostly achieve the same?
Otherwise you gotta render a local atmosphere

sleek ravine
#

Fog kind of works probably enough, its not perfect and you need to adjust the atmosphere colours to be something suitable

#

but thanks, would be really great if I could get the render queue to do it behind the skybox

sinful gorge
#

Thats impossible

#

A skybox is always the last step of rendering

#

At least from what I understand

#

It is infinite far

sleek ravine
#

yeah, i kind of tricks you since there is a "before rendering skybox" option in the settings

#

that just doesnt do anything

sinful gorge
#

Yeah but the skybox is like a background

#

If you want this you could make your own skybox sphere with an inverted sphere

fast cradle
#

Is it possible to create custom volume parameters in URP and use them for anything else than post processing? Like HDRP does with sky settings etc?
My custom component produces a nullref exception:

[Serializable, VolumeComponentMenu("Custom/ColorPalletVolumeComponent")]
public class ColorPalletVolumeComponent : VolumeComponent
{
    public TextureCurve CustomCurve;
    public TextureParameter CustomTexture;
    public AnimationCurveParameter CustomAnimationCurve;
    public ColorParameter CustomColor;
}

I suppose that happens because there is no render pass using these values 🤔

sleek ravine
#

Its looking good but is there a way to keep the shadows? the fog is kind of lighting up the whole planet

sinful gorge
#

Then make a fog shader in shader graph

#

And it's not hard to add a sphere, add a texture to it which only renders on the backside for the first idea

#

@sleek ravine

sleek ravine
#

Ill look into how to do that, cheers

solemn isle
finite citrus
#

can someone please help with this
error CS0009: Metadata file 'C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Microsoft.CSharp.dll' could not be opened -- An attempt was made to move the file pointer before the beginning of the file. : 'C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Microsoft.CSharp.dll'

all my textures are now pink
and i don't have URP in my render pipeline asset in graphics tab

mortal tiger
#

Adding a URP shader in the 'always include' list will skyrocket the variants size. Any idea why?

#

I added this shader: RealToon (An Anime/Toon Shader)

pure horizon
#

unless you have no way to know what features of the shader will be used in your game

#

for everything else there is the shader variant collection

mortal tiger
#

We add the shader runtime. When I remove it from this list it will not work anymore when I build it

#

Any workaround for it you think?

pure horizon
#

that way only the stuff that gets actualy used will be incuded even if its not directly referenced in any scene

mortal tiger
#

So I should just have one object use this shader and thats it?

pure horizon
#

go to
Edit-> Project settings -> Graphics
then on the bottom

mortal tiger
#

yes

pure horizon
#

you will find this

#

do save to asset

mortal tiger
#

Correct

#

But the shader is currently not used in the project. It will be used runtime. So will it be included in the tracker?

#

Or should I just give a random object this shader

pure horizon
#

then put that file you just saved in the preloaded shader list

#

check if its listed in the shader variant asset

mortal tiger
#

"in the preloaded shader list"
In the always included list?

mortal tiger
#

its not included

pure horizon
#

did you ever do what happen at runtime in the editor?

#

you still can add it manualy and define what shader variant you need its easyer if unity tells you what its actualy using

mortal tiger
#

ok, I will test it

mortal tiger
pure horizon
#

in the graphics settins just over the the point where you save the asset

mortal tiger
#

How do I add the saved asset to this list? I dont seem to see a selection field

#

Only a size field

pure horizon
mortal tiger
#

lol

#

Ofcourse

#

Im a monkey

#

okay testing now

pure horizon
#

the ui needs update the the reordable list design

sacred pawn
#

I might be dumb, but here's my tilemap in individual sorting mode
and below it is in chunk mode

#

How would I go about fixing this?

sacred pawn
#

nevermind it was in the documentation

proven yarrow
#

is it possible to only have specific objects be affected by urp global volume post processing effects like bloom and chromatic aberration?

placid laurel
#

Is it possible to affect the UI also with the post proccesing?

elfin quartz
#

Hey all, in a HLSL vert/frag shader is it possible to draw certain triangles above others conditionally? I have a compute shader generating a number of quads some of which I want to render above others

#

I’ve considered using yet another material and just clipping the “behind” quads, but it feels like it could be possible in the same shader, possibly writing to the depth buffer ( which I’m not sure is possible in a URP )

soft lion
# elfin quartz Hey all, in a HLSL vert/frag shader is it possible to draw certain triangles abo...

You cant change the render order inside vert/frag shaders, thats simply because at that point the triangle is at rendering stage, you cant just say ”actually, dont draw this triangle now, draw it later”. When the draw call is made and the index buffer etc. are filled, its too late to change the render order. The amount of things you can do with depth buffer is very limited. Depth buffer doesnt change the render order, it can only tell not to render a triangle on top of already drawn geometry. If you gave bit more context about your issue (like what you are actually trying to achieve visually?), some of us would probably find some solution to do that

elfin quartz
# soft lion You cant change the render order inside vert/frag shaders, thats simply because ...

Thanks @soft lion, that makes sense and given me more clarity on the render pipeline.

So I'm rendering multiple billboard quads ( with a grass alpha texture ) vertex buffers are provided by a compute shader. Some of the quads I want to render on top as contrasting blades, similar to the screenshot. I've picked out random quads as "high contrast" but they are all drawn behind the other quads.

copper pilot
elfin quartz
#

That's a simple but effective idea actually, I could apply a positive z offset towards the camera pos. Will give it a go thanks @copper pilot

sinful gorge
ornate slate
#

hey, i just upgraded my project to URP and now my camera's are a little funky. My view model camera for the player's weapon is drawing over the main camera, and because it's set to cull everything except the player's weapon, all i see is blue

#

here's my current hierarchy, the view model camera is a child of the main camera

#

both cameras are base cameras

ornate slate
#

looks like this atm

#

i want to see this but with the player's weapon

marble vigil
#

@ornate slate in URP you need to configure a camera stack to be able to overlay cameras
You can also use "render objects" renderer feature for drawing viewmodel geometry

north arch
#

i am having a little issue with my unity wheel collider

#

these are my settings

#

this is my car

#

my car constantly shakes for no reason

marble salmon
#

So I would assume tiling does not work with something depending on distance, any tips what is the problem?

#

this happens on default unity cube, but not on other FBX objects

#

I would assume it is something with midmaps but where, cant find

marble vigil
#

Make sure all texture maps have it

marble salmon
#

Problem is that for some reason midmapping is working weirdly. As you see it makes a lot of super small images in the middle of each tile. trying to play with settings, but cant figure why in midmap it does not become blur but becomes small cube in the middle

#

it seems seting it to box makes this weird behavior

marble salmon
#

to addition crunch compressing was a culprit as well

marble vigil
gusty cosmos
#

Hi is there a way for an object to become lighter based on lightprobes? it is baked in a baked scene with lightprobes?

sinful gorge
placid laurel
#

Can anyone please suggest a a performant way to draw multiple charts?
For e.g. this chart has 1320 points per time period. https://fred.stlouisfed.org/series/CUUR0000SA0R
Looking to 1) visualize at least 20 such charts at one time (so worried about performance) and 2) animate/draw in the charts with time (Timeline playables?)

Consumer Price Index for All Urban Consumers: Purchasing Power of the Consumer Dollar in U.S. City Average

placid laurel
#

Someone know if there is a way to affect the cursor from Post proccesing?

marble vigil
sinful gorge
#

Yep, best way is to hide the cursor and then render a sprite where the cursor is

sinful gorge
marble vigil
errant kiln
#

Does converting materials to URP usually take this long?

#

It has been resolving 1 artifact for about 2 hours and 35 minutes give or take

marble vigil
errant kiln
#

I mean the project is 2GBs big 👀

#

At least that's what File Explorer is telling me

#

and if you are wondering I am using an SSD Prayge someone said if it was a HDD that is why

errant kiln
#

Yea nah I'll just stuck to the BIRP Pepelaff

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I've already lost 4 hours of development COPIUM

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But my mind is telling me not to cancel it Sadgeidy

sinful gorge
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What did you select? Just materials or also read only materials etc? @errant kiln

marble vigil
# errant kiln I mean the project is 2GBs big 👀

A freshly created project is close to 2GB usually so that sounds low if anything
Only the number of materials is relevant for material conversion
In my experience with small projects the conversion takes only a minute or two, so it sounds more likely that it has bugged out

errant kiln
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I did Read Only and

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Yea nah I did everything Pepelaff

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I checked all boxes

marble salmon
copper mountain
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I don't know where to put this (seems like a rendering issue but I really don't know what it is), but I have a huge "Other" category in my profiler - on an empty scene. The "Other" category was much bigger (~4x) on a medium-sized scene, so I made an empty scene to narrow down the problem. What normally constitutes the "Other" category, and/or how do I debug it?
Unity version 2021.3.10f1, URP newest
(only reason I put this in #archived-urp is because it fits the best (using urp) from what I can tell, if this isn't the right channel please tell me)

marble salmon
copper mountain
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Nothing is being rendered (it's an empty scene), so I don't think frame debugger would work

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from docs: "The Frame Debugger lets you freeze playback for a running game on a particular frame and view the individual draw calls that are used to render that frame. As well as listing the drawcalls, the debugger also lets you step through them one-by-one so you can see in great detail how the Scene
is constructed from its graphical elements."

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I will try profiling build, thank you

copper mountain
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ok build profiling was very insightful (didn't show gpu data but did show what might be the root cause - ~50 texture reads per frame)

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thank you @marble salmon

candid owl
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How to get the albedo and normal map from a Material?

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in C#

sinful gorge
copper pilot
marble vigil
marble vigil
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If you mean to ask "why isn't the wood grain texture visible", a likely reason for that is missing UV maps on the mesh

copper pilot
pseudo bison
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anyone know a fix to my problem in #archived-shaders ? i might have something to do with my shader but when i change the shadow cascades amount and distances, it changes the sizes, and amount of circles around the camera. They seem to be the different levels of what shadows are rendering at.

marble salmon
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Hello friends, I would like to get some assistance. It is question from Occlusion culling and loading scenes additively. So I have always main scene A then load B or C additively. Then change active scene to B or C. As for my knowledge in this situation you need to open Scene A, Load B scene inside, then bake Occlusion culling, then unload B, load C and Bake again. In this way it should be smart enough to Load correct occlusion culling, but it does not.

  1. Baking just for Additive scene does not work.
  2. Bake seperatly for COmbinations A +B and A+ C does not work either.

Results only one occlusion culling works. I can either have A+B or A + C. As previous there were no problems withit weirdly..

unity 2022.2.1 version

sleek wagon
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Hello there. URP has Opaque Texture option. Is it possible and how to enable same in Built-in pipeline?

fickle harbor
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Hi 👋
Not sure where to post this, could belong to #archived-shaders or #✨┃vfx-and-particles as well.
Anyone knows how to achieve that kind of metaballs/lava lamp fluid visuals? As in the video, would have to work on mobile. I don't know where to start. The resources I've looked up on google searching for metaballs/liquid shaders, etc... are either outdated or weird tricks that seemed a bit overkill or hard to use which makes me think there's gotta be another way

https://streamable.com/fh6fm2

ashen moth
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I think this belongs here. Im new to unity and I my 16x16 square tiles and I have this weird grid where the background is showing through. The pattern moves when the camera moves. It happens when I use a buit in tilemap and when I manually set positions of sprites. I think it has something to do with the screen resolution because it moves when I change the screen resoltuion

warped skiff
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Use pixel perfect camera

ashen moth
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Thanks I'll try it out in the morning

barren inlet
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why might this issue be happening

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moving the camera causes this white line to appear

ember thunder
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How do I make sprite images be affected by light in game?

dull vortex
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Hi everybody.
I'm struggling with a low-fps using URP at a low-end smartphone.
Today, I notice using ARM Graphics Analyzer that Depth/Opaque/Stencil Buffer still running when I disabled all this in UniversalRenderPipelineAsset.asset configuration, I had to disable direct in Camera Component settings.
Someone notice this bug???

ancient obsidian
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guys how cant i not to render another camera?

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i need another camera to make icon

dull vortex
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But, if you want only icon, you can create a empty gameObject and put a Camera Icon on this.

ashen moth
warped skiff
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you said your assets were 16x16 so set asset pixels per unit to 16

ashen moth
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still doesnt work

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wait nvm it does