#archived-urp

1 messages · Page 5 of 1

ashen moth
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ty

warped skiff
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np

boreal mango
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Hi. Does anyone know why my lens flare might not be showing up please?

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like, in the scene view it appears

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but in the game view it doesn't

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is there a setting I might have to enable please?

warped skiff
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Loof for the urp sample package in the package manager to see how unity implemented it

boreal mango
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uhhh all I've seen that makes a difference is this component

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which I don't know how to control because doesn't really have anything

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like, if I get the camera from the samples and set it to another with a lens flare it still shows the lens flare

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but if I jut reset that component it just disappears

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why?😅 Edit: restarted the project and now it seems to work when I load the scene...?

merry verge
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Universal Render Pipeline/Terrain/Lit

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I started having this error, what should I do 😄

sinful gorge
placid laurel
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Legacy shaders such as Legacy Shaders/Particles/* allow selecting a texture for them. I cannot find an analogous option in Universal Render Pipeline/Particles/* shaders. Is it not possible to set a texture for URP shaders?

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This for example. I don't know if and how can I recreate the same effect in URP. When I tried changing the shader to Universal Render Pipeline/Particles/Unlit I could find no option to select a texture

merry verge
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I think VFX particle output strip URP lit is incompatible with Terrain/Lit

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someone who can check it or wanna check it, please do so

sinful gorge
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Oh you use vfx, what are you doing? That is important info haha @merry verge

merry verge
sinful gorge
jagged valve
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Does anyone know how to fix the issue of my Shader clipping the material? I'm trying to use it to create "Ability Indicators" but anything that goes outside of the 1unit by 1unit space of the preview gets clipped off

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With distance set to 0.5

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With distance set to 1

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It should just show an elongated rectangle indicator with the arrow

copper pilot
jagged valve
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Alright thanks

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I'll work on scaling the objects inside UV space based on the scale of the object in world space

shadow elbow
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so im having an issue with urp right now. When I load up my game all of the objects are shaded really hard, I've already tried everything with the lighting, its not that. Any ideas?

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found out the issue: had something to do with my skybox.

long nymph
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Personally i would make the charts draw each point with an interval between it (a very small one) that way it wouldn't hitch as it loaded and would also feel natural as the charts filled themselves out.

marsh olive
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Hello, Is there a way to access the variable properties for Light 2D to be manipulated via a script. I can't find the right class to place the script [Light 2D].

--Solution Found, just had to declare the use of universal to the engine

merry verge
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Yeah TerrainLit is little bit weird, its not working with LightCookieInput.hsls

marsh olive
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Hmm... Guess I'll switch to the 3D versions of them

cedar pendant
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Hey guys how do I make stuff with a higher y axis render behind using the URP

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actually I figured it out but I made a grid with tiles and half of the stuff is rendering behind that now, anyone know how to fix

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fixed nvm

lucid nymph
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quick question, is there any method for getting the current UniversalRendererData?

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maybe something like this

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I know it wouldn't be that easy but you get the point

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The closest I could find was this one

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but it takes the built in one instead of the already used one

sleek cypress
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ive got a renderer feature that works properly in the editor, but not in the camera, any idea what could be causing this?

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camera is set to default renderer

carmine bough
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Hello. Im trying to currently wrap my head around the urp render features. I was messing around by writing a simple render feature that blits a texture to camera's render texture before rendering opaques. The intended effect looks like the following

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(note: the full script will be attached below im using snippets to more easily explain things)
But I noticed something weird
despite setting the injection event to before rendering opaques if I use the following blit command
Blit(cmd, _texture, _camTex,_material);
where texture is the texture I want to use as the bg and and camTex is the camera's render tex.
then the output is as follows:

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if i use a buffer tex as an intermediary step like so:

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Blit(cmd, _texture, _buffer.Identifier(), _material, 0);
Blit(cmd, _buffer.Identifier(), _camTex);
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then intended behavior is achieved.
so im just wondering why?
what data is lost if the buffer tex is not used
the material dosnt use the _camTex as input for the correct version anyway
so why are the outputs different?

carmine bough
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3d will be a project where the packages related to the scriptable render pipelines are not added. the 3d urp project sets up a project where the packages related for the urp variant of the scriptable render pipelines is added.

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this page breaks down the highlevel stuff of what that is

marble vigil
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It's also to tell the latter apart from 2D URP

cyan swallow
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buffer.DisableKeyword(...
Blitter.BlitCameraTexture(...
buffer.EnableKeyword(...
Blitter.BlitCameraTexture(...

This should draw the first blit with the keyword disabled, then the second with the keyword enabled?

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If so, then command buffer modification of local keywords seems borked in 2022.2

cold pier
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Does someone have an Idea how to iterate over additional lights when using forwardPlus?

cyan swallow
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This is what supporting multiple engine versions and platforms looks like in URP at the moment for me:

        // Instead use the DEPTH_OUTPUT_ON multi_compile_local to toggle whether output is depth or not. 
        #if UNITY_VERSION >= 202220
            #if PIXELMAP_DEPTH_OUTPUT_ON
                float frag(Varyings i) : SV_Depth {
                    float depth;
                    float4 color;
            #else
                void frag(Varyings i, out float4 color : SV_Target) {
                    float depth;
            #endif
        #else
            void frag(Varyings i, out float4 color: COLOR, out float depth : SV_DEPTH) {
        #endif```
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its a nightmare all the way

cold pier
cyan swallow
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I haven't dared touch forward plus yet, drowning in changes from URP 14 as it is

charred siren
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any idea why my builds are all of a sudden just grey?

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in-editor everything is colored properly

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and builds ahve worked fine previously

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ive tried multiple times with no luck

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particles/transparents render fine

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as well as the skybox

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something weird is going on with the render loop

iron compass
charred siren
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textured and everything

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it seems im only getting AO in the build

stoic yarrow
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Does unity still hasn't added a geter to all URP asset settings?

charred siren
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top is a build without ssao

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bottom is in editor

cold pier
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Anything left on in the lighting/skybox/fog-settings?

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You know the lighting window where you disabled the skybox.

cold pier
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In this video ( https://youtu.be/uSmXlEkJDJI?t=78 ) , the guy gets rid of the rest light you see in your scene by disabling environment reflections

This video is to answer Christoffers Video on how to get his scene in total darkness, so he can have total control over his lighting.

Discord Community: https://discord.gg/DwRhSrBtKe

Unreal Lighting Course - https://www.wingfox.com/c/8221
Linkedin - https://www.linkedin.com/in/amitginni...
Facebook - https://www.facebook.com/amitginnipat...
Tw...

▶ Play video
brave field
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I am building a project which is a Vuforia (AR engine) based. I have also incorporated external-made models with a given Shader. However, when I implement it with URP combining with Vuforia, I kept getting a blue screen. Any tips on how to fix this?

cold pier
brave field
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Ok thank you, I don't know anything about URP and shader. Do you need a URP to implement shader on model?

cold pier
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Is there an example project that works for you?

charred siren
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would anyone know why this is the case? how do i fix it?

cold pier
charred siren
cold pier
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I don't know your project, but the setting changes how the normals are stored in the buffer, so we can assume that something, most likely a shader, doesnt take that into account. First thing i would try is make a new project in your exact unity version and see if it works with default URP shaders in deferred with accurate normals. I it doesn't you have a Unity bug, otherwise it's the components you added, like your custom shaders, render passes or whatever you have in the mix.

mental fern
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Hello. Anyone can hint me anything to make pixel art look good and crisp?

cold pier
stoic cosmos
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where can i find srp batcher option in urp12?

mental fern
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on urp there's a don'tdestroyonload and makes my character bounce around. How do I get rid of it?

marble turret
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Anyone knows why Toon Shader (UTS3) failed to compile on fresh project (2021.3.16f1 URP)? works on editor but shows black on build.

dry lagoon
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Hi guys

I have a scene in URP with Single camera and post-processing enabled. Now i have some objects that I dont want the PP to apply.

How would do this, I tried camera stacking but couldn't do it.

Any help or links to study on this is appreciated.

delicate berry
dry lagoon
dry lagoon
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Thanks 👍

delicate berry
maiden basin
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If I'm using Renderer Feature (render objects) can I somehow access the textures of the object's main material?

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I'm trying to rewrite an effect that currently uses a post process blit to just rendering the object with a different shader

hazy star
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Hey guys I'm trying to use unity's toon shader and it keeps randomly making some assets glow too much

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anyone knows how to fix this?

marble vigil
hazy star
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sorry, I don't know what is the more suitable channel for this question

hazy star
sinful gorge
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probably emissive materials. Emission is kinda capped on SDR. HDR can add more bloom and stuff because of this

slate spade
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i saw this game on Steam and thought the tile art looked pretty cool, what is it theyre doing here exactly to achieve that look? is that a cube with a material on it that gives it that spaced out/a bit raised look in between tiles, or is that not actually a cube and shaped a bit differently on top?

hazy star
sinful gorge
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No idea, havent used the shaders myself

sinful gorge
slate spade
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how do i give it the raised look though from the screenshot? whenever i apply a material everything looks so flat

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it almost looks like tiles were laid in grout

iron compass
marble vigil
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I think it's just raised geometry with a normal map to complement it

slate spade
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this is what i threw together so far, wondering where to take it from here. im awful with this kind of aesthetics stuff 😦

slate spade
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the game im referencing and trying to emulate looks like this

warped skiff
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it's probably not something you can just pull off easily

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you'd need to create textures that are mapped to direction of lighting

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or find some pbr textures online

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also doesn't look like an orthographic cam

delicate berry
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Hello everyone, can someone help me understand how unity renders a few things to _ColorAttachmentA and then some to _ColorAttachmentB

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how to know which RT is the current one?

vocal fox
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Hi, I have a problem with a discrepancy in the environmental lighting brightness between a project run from the editor and in a build:

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if I double 'RenderSettings.ambientIntensity' in the build, I can make it look identical to in-editor. I'm not setting this value anywhere else.

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does anybody know what might be causing this difference?

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Top images show the brightness running in editor, the lower image shows it in the build.

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here's with the ambientintensity doubled in the build:

vocal fox
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Failing that, is there a foolproof way to determine if a piece of code is running in the editor or running as a standalone build?

#if UNITY_STANDALONE_WIN

gets called if it's running from the editor or standalone as does 'Application.isPlaying'

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it's Application.isEditor

fading tinsel
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Hi everyone, I'm currently converting my HDRP project into URP.
How can I change the camera exposure? My scenes appear way too bright.
I also get this warning but I couldn't figure out what is causing it.
It looks like high dynamic range isn't properly enabled.
Does anybody know what setting am I missing?

wanton talon
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does anyone know what to do if only directional lights work in 3D URP

clever fractal
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I have a Scriptable Renderer Pass that manipulates the transform of the camera from renderingData however, I also have cinemachine that controls the position of the camera, my goal is to let cinemachine move it however it wants, and have my feature override it at the end of the frame. Right now, cinemachine always runs after my render pass, causing my changes to the camera's transform to be irrelevant (Except if I set the brain's update mode to manual).
Things I've tried: Different renderevents, even with afterrendering it still runs before cinemachine. I tried changing the script execution order, doesn't work. The only thing that works is setting the camera's transform inside a method subsribed to RenderPipelineManager.beginCameraRendering That way it always runs after cinemachine and I get the expected result. I need help replicating this behaviour inside my renderer pass, is it possible at all?

fading tinsel
wanton talon
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I have been trying to use them in my scene but they don't light up anything

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Probably messed up a setting somewhere but I'm not sure

tepid sundial
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Hello, I need help with accessing urp volume values through script but seems like Im not sure what Im doing. Im trying to change the aperature value on DoF but gives me an error:

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any ideas?

fading tinsel
sinful gorge
cyan swallow
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I'm basically trying to work out if it is possible to create a shader graph target for URP that includes a custom pass - my current workaround (using USEPASS) is clunky and frustrating to use

midnight magnet
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hi hi does anyone know how i can make one object glow? cause i’ve been searching up and bloom doesn’t work cause it makes everything glow but i’m trying to make a specific object glow and i found a video and i has to install urp but the video is old and the urp is updated and everything is different so i was wondering if anyone can help if not it’s okay

marble vigil
# midnight magnet hi hi does anyone know how i can make one object glow? cause i’ve been searching...

Post processing is always per image
You can in some cases utilize a high bloom threshold with a high material emission intensity to make only specific surfaces bright enough to start blooming
Truly per-object bloom would require a complex custom post processing effect that renders specific objects or materials in a separate pass with depth masking, gives them bloom and then combines that into the final image
Another simpler way is to fake the bloom with additive glowing geometry/sprites

midnight magnet
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okay ima check that out when i get back on my project tysm

wanton talon
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does anyone know how to make point light produce light in URP ?

iron compass
copper pilot
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Yeah, those scales make me wonder how ginormous the scene is and just where the objects are relative to each other.

wanton talon
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yep, had to put intensity to 10000 to see any changes lol thanks

fading tinsel
weak spruce
fallen token
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Anybody knows how to reuse same render texture in a specific render Pass that uses it's last frame as a texture ?

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This is the issue I get :
1 - I use RenderTextureA in RenderPassA.

2 - I draw a result in RenderTextureA, through RenderPass A.

3 - I want to use the result as a texture in Render Pass A at next frame.

4 -The renderTexture A Gives a black/blank result in next frame.

5 - What's strange is that RenderText A is correctly drawed.

6 - After the specific render Where I draw a specific color in the first frames,; the render texture becomes black/blank.

somber ingot
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Hey
How can I add Volumetric Fog to my project?
Cause I cannot find anything named Fog etc. in global volume
(I don't want use fog in lighting render settings)

sinful gorge
scenic burrow
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URP can have volumetrics via 3rd party solutions that people have made, they do exist

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but yes could also just fake it

dreamy flare
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Woohoooooooooo I just finished making my own procedural sky that changes based on the in game time

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It was……..complicated.

zinc oracle
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question guys, is camera-relative rendering available on URP, or is it coming soon?

muted gust
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Hiya!

I'm attempting to blur an UI image.

I'm not talking about blurring everything behind the element (such as blurring the background) but rather blurring the actual image. I want to do a fake depth of field effect with UI elements (such as having a character in the foreground and another character in the background).

Is there a way to accomplish this with URP?

ancient obsidian
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guys why my decal not appear on camera?

placid laurel
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Hi! I'm using shadergraph and I've a two camera setup. On one camera I'm rendering onto a texture and on another one I'm capturing the whole scene plus a quad that I wanna use for effects. My question is, is there any way on shadergraph for me to access the depth texture of the camera that I'm using to render without the quad?

sinful gorge
woven bough
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How do I bake the diffuse result of shader on a mesh into a texture? For example, if I had a shader that converted the mesh's normals into diffuse colors, how would I then bake that color data into a Texture2D? I'm using shader graph btw.

marble vigil
woven bough
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although it has some imperfections, there are seams on the baked texture, and the positions aren't accurate

placid laurel
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Why my 2d lighting asset do not show on create asset list?
Im making 2d game with installed urp and attached 2d render to urpasset

i can create 3d light, but it looks like the 2d light its not installed or smh
on every tutorial there is also placed "2d light"

placid laurel
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My grass using a shader from the URP terrain demo does not show up in builds, only the editor. Any ideas? Uses Shader Graphs\TerrainGrass

ancient obsidian
sinful gorge
ancient obsidian
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yes

sinful gorge
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Hmm, then maybe file a bug report if you're on the latest version available for your project @ancient obsidian

ancient obsidian
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not latest
2021

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2021.3.13f1

sinful gorge
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Maybe try in 2021.3.16 and if it still happens make a bug report

plucky rune
candid owl
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Why RenderTexture result flip Y ? if I create the RenderTexture in script, then use Camera.Render() to it.

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this is 2022, I don't have this problem in 2020

vapid ether
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hi, im building a render pass. im on mac. this happens when blitting from the camera color to a render texture and back.
the issue is when using a material in the blit command, the stuff in the screenshot happens.

public BlitPass()
{
    this.material = new Material(Shader.Find("Hidden/Universal Render Pipeline/Blit"));
    renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}

public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
    colorDesc = renderingData.cameraData.cameraTargetDescriptor;
    colorDesc.depthBufferBits = 0;

    cmd.GetTemporaryRT(COLOR_BUFFER_ID, colorDesc, FilterMode.Bilinear);
}

public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
    CommandBuffer cmd = CommandBufferPool.Get();
    using (new ProfilingScope(cmd, new ProfilingSampler("Blit")))
    {
        //doing this produces result in the image
        cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget, colorBuffer, material);
        cmd.Blit(colorBuffer, renderingData.cameraData.renderer.cameraColorTarget, material);

        //doing this is fine
        cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget, colorBuffer);
        cmd.Blit(colorBuffer, renderingData.cameraData.renderer.cameraColorTarget);
    }
            
    context.ExecuteCommandBuffer(cmd);
    CommandBufferPool.Release(cmd);
}
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im on urp 12, unity 2021.3.14f1

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this only occurs on mac, windows is fine

vapid ether
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heres a forum thread with more information

maiden basin
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I'm struggling to get the second pass in my shader to render, is this a limitation in URP?

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or do I need to do something special to make it render?

dry willow
# maiden basin I'm struggling to get the second pass in my shader to render, is this a limitati...

You can technically use a pass with "LightMode"="UniversalForward" and no lightmode (or SRPDefaultUnlit) and they'll render together. But using multipass shaders like that isn't recommended as it breaks the SRP Batcher compatibility.
It's better to either:

  • use a second material (Easier for a single object)
  • or have the pass use a custom LightMode tag which you can specify in the shader tags list on a RenderObjects feature on the Forward/Universal Renderer Asset to make it render. (Easier if you have many objects with this pass)
maiden basin
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Ok, I'll try that (luckily one of the passes doesn't need lighting)

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Also only really one object will be rendered this way at a time so SRP batcher won't really help me anyway as far as I gather

long nymph
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I'm in URP and most of my materials work fine. However i have some that are still pink

The decal shader doesn't work, I've included it in the pipeline asset, but anything with the decal shader is just pink. Anyone have any experience with this?

glad oar
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Urp decal system is just super picky and not very verbose

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I’ve had that one while playing with the settings. It was just some right combination of urp and decal system settings which did it

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Also the decal system doesn’t always correctly update everything, so it might just need editor restart (or build the project to see if it works)

long nymph
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In hindsight i should have done that first.. But oh well

glad oar
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talk about decal system not being very verbose :)

long nymph
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Yeah lol.

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Was lying in bed and realized that the pipeline asset automatically swaps when using the example scenes provided in the decal samples.. So making a new asset shouldn't have fixed it. I'm even more confused.. Lmao

candid owl
#

is it possible to add RenderFeature from script?

cunning arch
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Hi. I am working on a VR Game with XR Toolkit and URP on Meta Quest 2 and I've faced a problem. When I approach an object near the camera, the texture of the object become blurry. I succeed to reduce this "blur" effect by disable the generate mip map option (so now we can read in a short distance), but when it's very very close to the camera of the player, this effect still present. How can I solve this problem please ^^ ?

sinful gorge
# cunning arch Hi. I am working on a VR Game with XR Toolkit and URP on Meta Quest 2 and I've f...
  1. Disabling mips will add more VRAM allocation, especially on mobile hardware this can destroy performance when the game grows. I suggest keeping it enabled with 3d objects
  2. The resolution is 1k, the quest2 resulution is 2K per eye. For things you can see up close use 2k textures. For very important aspects maybe even 4k, but that will be performance heavy
  3. I suggest using TMPro for text, because clarity is hugely better. Otherwise make sure you optimize your UVs so the text is bigger than it is now. That will also help a lot. Now you are using less than half the texture for all the text while the rest has a lot less detail
vocal fox
#

Hi guys,
I'm trying to render some thumbnails without using a scene but using a commandbuffer and a rendertexture instead. It's working so far, I can set up the camera, render my mesh, got the depth buffer working etc. The trouble is, how to feed the shader system global data about lights and so on as there are no lights?
I could find this:
https://forum.unity.com/threads/commandbuffer-drawrenderer-need-confirmation-on-how-this-works.413846/
but "_CurrentLight_Color" et al, whilst returning a valid looking id with 'Shader.PropertyToID', don't appear to affect the rendering in any way. I imagine there should be some way of passing an array of light data to the shader, setting the number of lights and so on but I can't find any documentation on that at all.

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The more abstract question would be 'is this the right approach?' The code I'm adapting did use a scene (the current scene) but was messy and slow because of it, adding and removing objects from the scene, dependent on having a scene open etc - the idea is to do this 'headless' from the interface on an asset object that is a scriptableobject rather than a component in the scene.

cunning arch
#

Mip Map

coarse knoll
half olive
#

Hey, does anyone know how to fix this error? I get it while building.
Shader error in 'Universal Render Pipeline/Nature/SpeedTree8_PBRLit': Program 'vert', error X4571: vs_4_0 output limit (16) exceeded, shader uses 17 outputs. at line 13687

#

fixed for now with a different shader

open tulip
#

bit confused here, why is my Health gameObject glowing? its just containing an image with its color set, no material or source image but its still glowing

open tulip
#

also, must have clicked something cause my ui isnt showing anymore

coral wasp
#

I'm currently on 2020.3 and fast-moving objects have stuttering bloom. I've looked around and can't find a solution, will upgrading my unity version fix this?

half olive
vocal fox
#

I'm running a CommandBuffer from a ScriptableObject in response to a UI button press - the idea being to do a one-shot render to a texture (it's a thumnail renderer).
I've assumed that this will work using URP and I thought it was - I could render an object but with no lighting, just flat shading and the diffuse texture. I tried to get lighting to work by sending various 'SetGlobalXXXX' calls to set uniforms but nothing seemed to work.
Then I went back to my URP shader to see if I could affect changes there and it turns out I can't, not from that ScriptableObject - it still just displays the diffuse texture.
So, what's unity doing here? Is it using some fall back material and the built in render pipeline and just picking up on the diffuse texture name? How to do this sort of scene-free one-shot render but using URP?

vocal fox
#

Ah, maybe that's wrong too! The emissive channel doesn't appear to work but I can edit the diffuse channel and get different results. No idea what's going on and there's no documentation that describes any of this, as far as I can see.

slender ivy
#

Hi, is it possible to build a shader graph that can produce realistic caustic ?

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I excaturated the emission abit, but i would like the caustic part to be on the wall aswell. is there anyone who have expirence with that ??

marble vigil
open tulip
thorn pond
#

I am using the CameraSortingLayerTexture in order to get the screen color and invert it on this crosshair, however I'm having a problem where it is essentially just putting another screen over the crosshair rather than IG using the "local" colors.

half olive
open tulip
half olive
#

For every object on that material, yes

half olive
open tulip
open tulip
#

Correction looking back at the pic
Im not even using a material

wanton talon
#

is it possible to use VFX in unity 2D URP ?

warped skiff
#

yeah, but it's overkill

#

you can just use the normal particle system

soft lion
# warped skiff yeah, but it's overkill

How so? VFX graph obviously has its place too, particle system may be better for simple effects, no doubt about it, but for more complicated effects VFX is really useful

open tulip
#

ok this is starting to get on my nerves
this image emits color really strong when i increase its alpha color value, even though i dont have a material on the gameobject
not it also turned blue, like WTF
the inspector shows red, why is it blue?

#

AND NOW IT WONT EVEN SHOW, im going mad

#

the blue seems to be something with the alpha value, thats sorted
but i still dont understand why it emits color

plucky tangle
#

this happens when i try using graph unlit 2d shader and urp...

#

i put a texture that's just this red dude, png image

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and the shader displayed these weird artifacts

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and then I used subtract to delete the alpha pixels that were causing the artifacts, and same happend as the top picture, it displayed black around it again.

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What should I do to just display the texture/asset that i want without the artifacts in the alpha part of the image?

plucky tangle
#

I thought that the problem was the MainTex name, but it wasn't I changed it, there are no errors and everything works, but it doesn't display what it should display...

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I am doing this for a school project, any help is urgent and I would really appreciate it.. Thanks

#

I am also available for voice chat tomorrow if anyone is willing to help

candid owl
#

why the RenderTexture dimension must be a multiple of screen size?

#

if I use 2048x2048, the render result is black

open tulip
#

found a vid that might work^

plucky tangle
# candid owl

why are u initializing it twice with the same name

candid owl
candid owl
#

If I call Graphics.Blit inside ScriptableRenderPass, is it undefined ?

young basalt
#

Can someone spot the mistake? I want the vignette to flash red when the player gets hurt. In the editor it works when i play with the input sliders but duiring runtime it does not work

if (isLocalPlayer)
{
Task.Run(() =>
{
volume.profile.TryGet(out Vignette vignette);
vignette.color.value = new Color(255,0,0);
Task.Delay(400);
vignette.color.value = new Color(255,255,255);
Task.Delay(400);
vignette.color.value = new Color(255,0,0);
Task.Delay(400);
vignette.color.value = new Color(255,255,255);
});
}

cunning herald
#

Is it possible to convert a project from urp back to built-in render pipeline?

#

Oh I see, if im not using a pipeline asset in my project settings its in built-in?

candid owl
lost basalt
copper pilot
copper pilot
indigo dirge
#

Does anyone know how to fix the transparent bug? In the background there is a portal and blue transparent box. They disappear after certain distance and the water is in front.

marble vigil
#

The simplest solution might be to have multiple water meshes surrounding the island

indigo dirge
young basalt
plucky tangle
#

in unity 2019.03 the Alpha channels wasn't used

#

so i just got confused

#

thank you

cunning herald
#

Especially for mobile VR

ebon ledge
#

Hello people! Does anyone have any experience with using a custom render pipeline to draw weapons in front of the rest of the game world (first-person shooter)? I've created a separate render layer for FPS weapons. However, there's no depth or ordering with each separate mesh. I've exhausted all of google and asked all my friends, but I'm getting nowhere. Also, I've considered camera stacking, but it doesn't work with deferred rendering. I HAVE to use deferred rendering for hundreds of reasons. I'm not using forward rendering. So am I out of options? Should I just give up game dev and get a job at McDonalds instead?

#

These are the settings:

#

This is the output:

glad cove
#

Started up a new URP project for testing. Where do I go to enable shadows?
I have a point light with shadow type of Hard Shadows, and a cube next to it with Cast Shadows on... but nothing is dark

marble vigil
glad cove
#

@marble vigil That might be it. I wanted to use the pixel perfect camera for the sprites I'll have in the scene.

glad cove
#

Yup, switched the renderer, and it works

marble vigil
glad cove
marble vigil
glad cove
#

@marble vigil Fortunately I pulled out an older project which was doing the same thing, and it worked around that camera component, so I can deal with iths

marble vigil
glad cove
#

Direct sprite scaling to match the perspective camera

marble vigil
#

With a custom system or was the pixel perfect component different?

glad cove
#

It wasn't using pixel perfect camera, just had a script for doing the trig

gusty cosmos
#

Heya. I am using a shader which uses a compute shader to generate grass. However in Vr the grass only shows in the left eye. How would I add this. Following the docs didn't get me far 😦

finite phoenix
#

Every time I increase the cascade count to something other than 1 the shadows stop rendering altogether. Any idea as to what's happening?

#

Uhm scratch that, apparently defined(_MAIN_LIGHT_SHADOWS) doesn't take into account cascades??

odd glade
#

How can I get graphics like TABS game for unity? I really like this type of graphics but I dont know how. Which RP have capabilities to give this atmosphere? This is an example picture of TABS, it does have a clean, single colors and low poly graphics but atmosphere is good. How to achieve this in unity?

warped skiff
#

Probably hdrp with lowpoly assets

#

Could maybe do it with brp or urp with baked lighting and post processing

barren inlet
#

how can i prevent a loss in quality the larger i scale certain materials

#

i have this ocean material, and the more i scale it the fewer polygons there are per wave which begins to look terrible at large scales

#

it looks very jagged at distances

marble vigil
ruby forge
#

hi, i switched back my project from vr to desktop (i'm doing an asymmetrical project), and here is my camera view in build. works fine in editor.. any idea?

slim root
#

cross-posting this from the post-processing channel.
I'm using a camera render texture to stream the scene. All good there, but UVs are flipped.
Flipping them in blit, no big deal.
Enabling post-processing flips the image again - even when the blit is disabled ( or removing the flip in the blit)
I was thinking that the blit render pass event was not in the correct order, so I put it all the way out ( after RenderPostProcessing.) Any clue from the wise devs here? 😉

marble vigil
north ibex
#

Anyone knows why Unity's Toon Shader (UTS) doesn't show shadows in the build (but in the editor it works fine)?

plucky spoke
north ibex
#

yes, as i said, it works in the editor

north ibex
#

turns out in the build the wrong quality setting was used. even though i changed it to highest quality, apparently it still used a lower one, so i deleted all quality settings except the highest one

ruby forge
sinful gorge
#

When I add a reflection probe it changes the lighting of the area, which is very noticable since my game is very dark.
Is there a fix for this or is this a bug?

Using unity 2021.3.15

copper pilot
north ibex
copper pilot
sinful gorge
#

Owhh, it changes the reflection on not so reflective parts as well of course

#

Alright, thanks!

red tartan
#

If that object isn't meant to be affected by reflection probe then simply add it to a layer and exclude it via layer mask

slate spade
#

I'm not sure if this is a URP issue but when I build my game, I have no shadows. But the shadows show up in the Game window playing in the editor. Any suggestions what the issue might be?

#

This is how it looks in editor, everything is fine there

cold pier
# ebon ledge Hello people! Does anyone have any experience with using a custom render pipelin...

Okay, really late reply.

  • The unity multiplayer shooter demo ( or whatever it's called) uses a render pass to render FPS weapons. Though i can't tell you more about that and it's probably slightly out of date.
  • You can use camera stacking with deferred, though the stacked cameras use forward. In my experience that works well since the weapon is small and close so it doesn't suffer from the lighting limits as much as level content would
  • the oldest trick in the book for not having the weapon clip in walls is just making the weapon model smaller and really close to the camera, which visually looks the same but when it's really small, it doesn't collide with the walls. The problem is that when the weapon is supposed to receive shadows... well, that looks crappy since it is very small.
frigid willow
#

Hey everybody!
I'm working on a 3D project with URP and my camera is always facing one direction. Is there any recommendations on how to tweak the rendering order of individual objects?

#

I think it's trying to do it automatically through bounding boxes now? I'd like to have full control. Is the recommended way to tweak the local copies of the materials they use to change the render que?

red tartan
red tartan
frigid willow
red tartan
#

So you want a far object to be rendered on top of a closer one?

frigid willow
#

Haha no but the objects are weirdly shaped and the automatic sorting is not optimal

#

It's too generic. I think I can do a better job for our use case

#

Sorry. Misread your tone in the message. Essentially yes. I want to override it

red tartan
#

It certainly sound weird lol, then try camera stacking, make 2 camera, set each to render a particular set of layers, then you can stack them and control the order

frigid willow
#

That's a great idea!

#

I'm thinking either that and or tweaking local copies of materials queues

red tartan
#

Try both and keep an eye on performance, the camera stacking feature might be performance expensive especially if it is rendering layers twice

frigid willow
#

Yeah I would keep my eye keenly fixed on any potential overdraw. Basically we have a camera always facing one direction but panning around and zooming a little bit. It's pretty clear while testing that it's not deciding to render things in the most optimal way. The big catch is mostly big objects that intersect weirdly so I don't blame the regular rendering but since we're so restricted in camera movement I think we can improve it

red tartan
#

Personally I'm still having a hard time thinking of a situation where the camera wouldn't render objects in their normal order, the only situation is if you have 2 surfaces where their intersection is a surface, that would create some clipping, otherwise I can't think of any order breaking example

frigid willow
#

We have a really big terrain piece that's almost always benefitting from rendering earlier than other things for one thing. I can imagine cases where the bounding box (I'm assuming this is whats generating the automatic order?) is closer to the camera than another big object but the majority of the object is further back from the camera.. I feel I need to make an illustration to explain this properly but maybe you're getting what I mean?

#

If no bounding box was ever intersecting the sorting would always be perfect. But that's not the case here

red tartan
#

Sounds like something is very wrong, while I get what you're saying I don't think it's possible to fool Unity into thinking an object is closer when it's not

#

A screenshot will do if you're okey with that

frigid willow
#

well.., unless unity is scanning through every triangle I think it would be easy enough to fool it? I might have to swallow my own words but I'll see if I can some kind of screenshot working tomorrow

dim tinsel
#

Do anyone know how can I add my own post processing here

#

or add an my own override or whatever is this

#

This is a urp project

dim tinsel
gusty cosmos
#

Anyone that can help me make Graphics.DrawProceduralIndirect work with singlepass instanced rendering? It only seems to work with one eye but I think I converted the shader properly

fallen hollow
#

any idea why are my game view output is not the same as what i see in scene view. (I'm on macOs with hdr enabled screen also tonemapping is set to ACES). is it a problem with post-processing or something else?

sinful gorge
#

Yeah seems like a post processing issue. What unity version are you on? @fallen hollow

gloomy crater
dim tinsel
#

I created a custom render feature to replace all the materials of the objects in scene but I want also to inherit the Textures and colors of the old materials

#

Do anyone have an idea ?

#

I tried to use "renderingData.perObjectData" but I didnt found anything on it

dry willow
dim tinsel
dry willow
# dim tinsel is there another way to do it, I dont have this version

Not really.

I know that if the renderer has a MaterialPropertyBlock set, those values still carry over. But this breaks the SRP Batcher compatibility so isn't ideal if you need this for many objects.

I guess instead of a renderer feature you could also try a regular MonoBehaviour to loop through all the renderers in the scene and swap materials/shaders while copying over property values.

dim tinsel
thin zodiac
#

anything has changed on urp ? like i want to change the color of my sprite renderer on runtime but it became invisible on render. Isnt that possible ?\

fallen hollow
#

oh and also I tried open the same project on my windows pc without hdr screen. the result in both view is what I saw in scene view on my macos laptop.

candid owl
#

Why the Build doesn't have environment lighting?

fallen hollow
soft lion
charred siren
#

when i turn on accurate g-buffer normals, rendering completely breaks in builds

#

decals are rendered as red boxes

#

only things that render are rendered "after transparents"

#

it looks fine in-editor

#

same thing happened in 2021.3, but im on 2022.2 right now (tried upgrading to fix it)

#

i think my URP is corrupt cause it doesnt do it in other projects. ive tried reimporting all with no luck. what should i reinstall/validate to try and fix this?

chrome lion
#

What do I do if I have a shader that doesnt output a maintex nor has a maintex, its just a shader entirely made up by nodes, what component do I use it with?

soft lion
chrome lion
#

Mesh Renderer doesnt have any size though how does that work?

soft lion
marble vigil
chrome lion
#

Wait nevermind I probably have to use tilemaps but then it just looks like this

#

aka not seamless

#

also it seems to not be great for performance

#

should I not use shaders on tilemaps?

marble vigil
#

What are you trying to do

chrome lion
#

I am making a game with a tilemap, I'm trying to generate a water shader so as to make some tiles water

#

however i need them to be seamless

#

but idk how to do that

#

i want it to look more like this

#

this is just my idea but it isnt a proper asset or anything

#

it should carry on with the same texture, basically

marble vigil
#

Just to confirm, are you making a 2D game with sprite and tilemap renderers to begin with?

chrome lion
#

yes

#

with URP render pipeline

#

I also have non-tiles just sprites for background, I use tiles for various outside areas though

marble vigil
#

Then you're on the right track I believe

#

Tiles repeat the UV coordinates for each tile, so you'd need a texture that's repeatable when tiled to begin with
Or if you're using procedural noise like voronoi, you can project it using world coordinates so it doesn't have to repeat

chrome lion
#

I am using voronoi

#

How do I use world coordinates

#

would I need to do that in the shader or in the tileset and how exactly >_>

#

oh goodness

#

i think i may have done it

#

im a bit shocked to be honest

#

anyway, how do I stop the shader from causing massive performance drops xD

#

not in general, just when used with tilemap it does

marble vigil
#

All rendered geometry uses a shader to be visible in the first place

chrome lion
#

this is what it looks now

#

but its completely dropping frames even without pressing play

dry willow
chrome lion
#

thanks for pointing that out

#

and thank you spazi for helping me with the seamless mode

#

much appreciated

#

any idea how to apply the pixel effect to the water?

#

because I dont see a way to like merge them

#

I just want to make the entire texture pixelated with 28x28 pixels basically and thats what the UV is

dry willow
chrome lion
#

the problem is i know this is a thing but i dont have a texture 2d so i cant do it to my shader

#

I need to find a node that works with UV like sample texture but takes in just a regular node

dry willow
chrome lion
#

it doesnt pixelate it

#

sadly

#

or did you mean it differently

dry willow
#

That isn't the world coordinates. I mean nearer to the start of the graph. I assume you have a Position node?

chrome lion
#

Yea

#

I tried feeding in the pixelated UV thing instead of a regúzlar UV thing but the problem is that it messes up the shapes im trying to generate

#

how do you mean that I should feed it in near the beginning

#

should I feed the pixelated "divide" or should I just do the calculation on something at the front

dry willow
#

Position -> Multiply -> Floor -> Divide -> into voronoi/noise/whatever

chrome lion
#

I see

#

it did work for one thing so far Ill try the rest as well

#

as im doing many calculations

#

oh my goodness thank you so much Cyan

#

It worked for every single item

#

Im glad you showed me that, really useful! thanks!

wind girder
#

is there any way i can disable clipping on a camera

#

the overlay camera doesn't render the gun if the fov is too low or the gun is behind the camera

wind girder
#

nevermind

#

managed to fix it

grave kelp
#

how do i make certain things glow

#

or can i use post processing with urp

soft lion
grave kelp
#

so i dont have to use bloom on urp?

soft lion
grave kelp
#

volume is post processing?

soft lion
#

Yup

grave kelp
#

so how do i make individual objects glow

marble vigil
grave kelp
#

how do i do that? idk where to locate these things

grave kelp
#

this just told me how to add urp

#

can i just download post processing not the urp one the other one and use that?

marble vigil
#

As the page says

URP is not compatible with the Post Processing Stack v2 package.

grave kelp
#

i am using urp i dont see it talking about how to make only certain objects glow

marble vigil
grave kelp
#

and i am asking how do i do that

marble vigil
#

Learn how to set up bloom, then use emissive materials and bloom threshold

grave kelp
#

i already set up bloom and i dont see the docs talking about emissive materials

grave kelp
#

spazi

violet mason
#

So I set up URP and I can't get shadows to show up. I have a ShadowRender2D on my object and I have myy light source set to cast shadows as well. I can't seem to figure out what is going on

#

my materials are all sprite lit default as well

violet mason
#

ok i deleted and readded the shadow caster 2d like 6 times and it just worked for seemingly no reason....

split moth
#

In 2D you can set a shader graph to multiply or a add a HDR color to your sprite, and the intensity of the color can be used to make things glow with bloom

#

For 3D I'm not sure, but it should follow the same principle

marble vigil
split moth
#

Yeah, but them with a simple shader graph you can control the intensity of the glow, right?

split moth
marble vigil
marble turret
#

hi, can someone confirm if urp decals doesn't work on mobile (android/ios)?

dim tinsel
#

Is it possible to add a custom pass to unity shader graph in URP ?

vocal canopy
#

Hi, I've run into a problem, when I run the scene in unity or do a build on pc (.exe) it looks ok, but when I make it for android (quest 2) the scene is terribly dark, but when I turn on SSAO it looks fine again on android, (but it drops a lot of fps so I can't have SSAO on). Does anyone have any idea how to fix this?

vocal canopy
#

I've found solution, apparently it makes a difference if the SSAO is only false or is completely removed. Btw I'm using 2021.3.10f.

hazy yarrow
#

Good afternoon, could you please tell me what this error means? I understand that something in the code. Installed version Unity 2021.3.16f1, 3D URP template project

Assertion failed on expression: 'exception == SCRIPTING_NULL'.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Unity.Jobs.LowLevel.Unsafe.JobsUtility:ScheduleParallelFor (Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&,int,int)
Unity.Jobs.IJobParallelForExtensions:Schedule<UnityEngine.Rendering.HighDefinition.HDGpuLightsBuilder/CreateGpuLightDataJob> (UnityEngine.Rendering.HighDefinition.HDGpuLightsBuilder/CreateGpuLightDataJob,int,int,Unity.Jobs.JobHandle)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

vestal narwhal
#

Hello can someone give me a suggestion what should i use for a glow under car, like a neon, i tried area light, but its not very performant and i tiedd using projectors to create a fake shadow then modifying the color but its not working in urp? Any suggestions?

ruby forge
celest geyser
#

My bad, I had a unseless code running on update. Sorry! I'll delete my message to get this channel clean ^^.

novel token
#

I keep getting an error since I added a new package in my Unity URP project "Couldn't open include file 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl'", there are multiple shaders depending on this DBuffer.hlsl, but it is missing from my URP Package, I rebuild the library, removed and reimported URP, reimported all assets, but nothing seems to work, does anyone have any experience with this issue?

ebon robin
novel token
#

I tried several packages, including old and newer packages, they come from a reputable vendor on the Unity Assetstore, does anyone know if the DBuffer.hlsl should always be included in a normal URP project?

#

Because they do have this file on the Unity Github page, but importing this file leads to more errors... 😢

ebon robin
#

A reputable vendor still needs to run after Unity URP changes sadly, is the package still maintained ? If you found a github entry for the file you could try to run that version of URP. You can also try to see if the package info page specifies which version of URP it's designed for and install that

plain karma
#

hey i've recently started getting into writing URP shaders. I'm interested in URP 2D shaders specifically but most guides are for 3D. Is there a lot of overlap between the two? I know they work differently fundamentally, 2D shaders uses sprites and 3D uses verts i think? Does anyone know any good resources working with 2D shaders specifically, or am i fine just learning with the 3D resources and the rest comes naturally?

bronze briar
#

It's just that with sprite shaders, you can use the sprite from the component as a texture

#

What's wrong with these jagged shadows

plain karma
#

is it shadow acne?

bronze briar
#

Maybe

#

It's just that these spikes in the shadows and light

#

They shift around as the camera moves and rotates

willow cave
#

Hi all 👋

I was wondering if anyone here can try to assist me?
We have a project which is currently using Unity 2020.3.22f1 and been trying to upgrade it to 2021.3 for the past couple of months. currently we're trying to upgrade to 2021.3.16f1.

Now, while the upgrade process went smoothly and we have upgraded a few of our packages and libraries along the way we have encountered a very strange issue that seem to occur when building via Command Line.

We have a CI/CD jenkins process that automates our build pipeline.

Whenever we make a build locally from the machine, everything is fine, but whenever we use command line it seems like our shader's emission / lighting gets messed up.

See character A vs B...
Any idea what could be the issue?

I think I have literally tried everything up untill this point.

ebon robin
marble vigil
#

Too extreme values with large polygons cause camera-dependent shadow cutoff

willow cave
plain karma
#

is it possible to overlay the default URP renderer onto the URP 2d renderer? i tried with camera stacking but i can't add a camera with a different renderer. then i tried with two basecameras with the 3d on top, but the background of the 3d is pure black so you see nothing of the 2d renderer even though it's set to uninitialized

#

you can't stack cameras with different renderers, but can you combine their outputs somehow?

digital tusk
#

Hello. I am trying to achieve something like in Wind Waker where the face plate is always rendered above the character mesh, but not rendered above everything in the scene. I have created a render feature for faceplates, but this makes it so the face is rendered over everything. How could I make it so it only renders above a given mesh?

dull tendon
#

is there a reason i dont see an option for a pointlight 2d and or other kinds of 2d lights in my project even tho i installed URP?

blazing goblet
#

Hello! I have a question. How would I go about getting multisample anti-aliasing working with a render texture?

nimble pike
#

how can I light my indoor scene with ambient light? Currently the walls are blocking the light when baking the GI
ideally i need the light to pass into the room but not out of the room
essentially its just a box

upper flare
#

Can anyone please help me, my lights make everything gray

#

If I turn off global light it’s just a gray circle

#

So global light is fine

digital rover
#

Hello there, does someone know if I can use Vertex animation texture on the URP ?

copper pilot
#

You can.

digital rover
plucky atlas
#

so apparently when using vignette or 2d spot lights in urp they look really pixelated/squared. How can I fix this?

plucky atlas
#

I tried that already :/

#

didn't work sadly

iron plume
#

feelbadman

#

maybe try this?

#

for a temporary solution at least lol

short wagon
#

Any idea on how to fix this weird colouring? Using URP, but it might not be related, btw it's an android build and these are not present on the editor 😦

#

If more information is needed I'm happy to respond!

marble vigil
#

The material needs to be a transparent type, likely alpha blended

narrow bear
#

Don't crosspost.

vapid ether
#

hi. is the srp batcher source code available for reference?

#

i cant find it in the core rp package

modest horizon
#

Is there any additional step needed to make mixed lighting works on URP?
I'm using subtractive baked lightmap with mixed light, this works fine on built in pipeline
but on URP, there's no dynamic shadow from dynamic object. Material is using URP/lit

wicked dragon
#

How do I change the default animation model's material? Ever since I switched to URP he's been pink.

I figure I just need to update his material to an URP shader but I can't find it. I tried searching all the materials in my project to find the pink one, but there aren't any. And the auto converter didn't convert it.

Any idea where his material is?

using that preview drop down button, I can change it to the "unity model" and it displays fine, but every time I select a new animation it defaults back to this eyesore

candid owl
#

how to start Cloud server rendering in unity?

sinful gorge
#

Windows, redering, render pipeline convertor @wicked dragon

wicked dragon
crystal pebble
#

Gosh, I hope this is straightforward. I have a completely stock Unity 2022 URP Main Camera. Its Background is (0,0,0,0). The camera is configured to render to texture. I would like to set the camera so it writes an alpha value into that render texture wherever it renders objects. The alpha can simply be a binary 1/0 of whether the pixel was written. I'd like this because when I later use the Render Texture as a material somewhere, I would like the empty space in the camera's view intact as a source of transparency.

#

I have the overall set up working, but no matter what I do, the image coming out of the camera is totally opaque, when it should be transparent in parts.

rustic copper
#

help me i have this error "Error building Player: BuildFailedException: Burst compiler (1.8.2) failed running"

celest geyser
#

Hello folks! How can I make a sand texture with only some grains shining? (not sure I'm on the right channel)

outer orchid
#

ok bakery seems to give me the UV I want but it's not actually mapping the lights. This isn't a huge issue but why am I just getting a black square?

#

or, well, almost the UV I want

cold willow
#

same with this:
"In the Camera Inspector, change the Camera’s Render Type to Overlay."

cold willow
#

okay, converting everything with the shader converter and re-opening the project fixe dit

marble vigil
drowsy dune
#

is it a good idea to change my render pipeline from build in to URP?

#

or will it break my game

#

i have backups and such

cloud night
#

Hi, I have a problem with my URP project, so I want to create a decal projector but the option "rendering" isn't in the creation tool, tough if I search for "decal" in the material type only one shows up and it just let the texture in purple (like when missing texture).

#

Ping when reply please.

rustic copper
#

Hello can give me best tutorial for drag and drop

marble vigil
rustic copper
#

sorry

#

i know

copper pilot
#

Like, URP has some use cases but it isn't really an overall improvement that I'd recommend as a default.

marble vigil
#

Converting a project between BiRP and URP (or even HDRP these days?) isn't a risky or destructive process, but custom shaders or rendering related assets won't be convertible

drowsy dune
#

im working on opimization and a video im watching used urp too for spcifically a quest 2 build

copper pilot
#

Reasonable options, if you don't need any of the big pile of features URP doesn't support.

gleaming nacelle
#

Anyone have guide on lighting additive scenes?

#

It worked 100% properly on editor, but not on build

#

Its so strange

still vigil
#

Is the stencil bugged out for fullscreen shadergraphs?

#

It doesn't seem to do anything (always passes)

modest horizon
sleek wagon
#

Hello, I have two cameras in my project. First rendering main scene and second hands/weapon. I made custom effect by using RenderPass and it works perfectly for main camera, but for additional not. How can i solve it? I thought about taking render texture from second camera and add it to main in this effect, but im not sure and anyway need a tip how to do this

stoic marsh
#

Hello Guys, unity give me 15fps with empty scene .how can solve it?

clear sentinel
royal delta
#

Any ideas why nearest neighbor upscaling filter doesn't work on mobile? It works in editor.

elfin hound
#

How i can make lights halo with urp?

modest junco
#

I've been making a water shader in Unity using the universal render pipeline shader graph and struggling with the transparency layering(being able to see the waves behind in front of the waves in front). I was struggling to find anything online to fix this. Any suggestions

modest horizon
wintry dirge
wintry dirge
#

or gerstner waves*

vapid ether
#

hi. is the srp batcher source code available for reference?
i cant find it in the core rp package

compact root
#

I recently switched to 3d URP and now when I bake the lights it looks like this, all spotty and terrible, any fixes?

marble vigil
copper pilot
marble vigil
#

UV overlap view is always worth checking too along with texel invalidity

thorn rampart
#

It’s photon vr

#

They’re here 💀

#

Not the gtag clones 💀💀

compact root
thorn rampart
#

I don’t respond to the help pings in that server anymore lol

compact root
thorn rampart
fierce solar
#

or an fps game lol

modest junco
teal sigil
#

I'm using this from the asset store: https://assetstore.unity.com/packages/templates/systems/basebuilder-terrain-166228 which uses materials and shaders designed for Unity's Built In Renderer. I created a 2d URP Project and trying to port over, but the render thread is taking 1.3ish ms compared to only 0.3 in a non-URP project (the sample project provided by the asset). I'm also seeing anomalies with the terrain itself, the borders aren't clean (which I believe is powered by the shader). Apologies, materials and shaders is a new territory for me. I can't convert the material to URP because there is no conversion available (I guess because it's a custom material). Any suggestions for me?

#

Note, even the thumbnail looks funky in my URP project

wintry dirge
#

does anyone know how to get an image of the scene but only the layers that are selected in unity urp scriptable Rendererfeature?

subtle mountain
#

Does anyone know why my player character (on the right) looks so bright compared to the NPC (on the left)? They have the exact same URP Lit shader settings

#

The only difference is my player has "Render Face" set to both

rough ivy
#

Hey guys, some one can help me?
Some models I make looks like this after baking the light, Idk why.

glacial flume
#

Is there a difference between the getting the unity URP default scene and downloading URP separately?

iron compass
#

Might be easier to use the template if you don’t know how to set up an SRP manually

glacial flume
#

alright thanks 👍

marble vigil
marble vigil
# subtle mountain

Mesh normals (and/or the normal map if you're using one) are messed up
Besides that their base colors are probably different

subtle mountain
#

Alright thanks, I'll try fix that

marble vigil
subtle mountain
#

Yeah, I'll go into Blender, I think I had this problem ages ago

subtle mountain
lofty lily
#

does URP not have motion vectors?

#

also is there a way to draw a render texture directly to the scene?

copper pilot
lofty lily
#

cant figure out how to access it from the camera on the CPU so I can use it in a compute shader

subtle field
#

Does anyone know why using DrawMeshInstanced doubles the poly count?

Take this example:
The first image is rendering each MeshRenderer conventionally with SRP Batcher. - 8.5mil polys
The second image is rendering the meshes using DrawMeshInstanced. - 16.5mil polys

The performance is way better using DrawMeshInstanced but maybe there is another shader pass or something that gets activated causing the doubling of polys and draw calls (sure, they are batched, but just an observation). I'm not sure if this is just the way it is or if there is something I can do about it to make it perform better.

ruby forge
#

Hi, I'm working on a Android/PC cross-platform project and I'm getting a problem when building on PC, no issue at all on VR build nor the editor. On the screenshot I just have a default camera looking at a default plane, with its default lit shader, supposed to be grey.
Tried with and without post-processing on the camera, does not change a thing.
Any idea?

#

Happens only on performant quality level, I guess it gets changed when switching to android

marble vigil
#

My vague recollection is that it's related to shader stripping
I've seen it reported a few times before over the years but it's really difficult to search for

#

At least you know it's likely something specific to quality levels

ruby forge
#

I don't need to be on performant quality level on my PC build so it's fine, would still be nice if that wouldn't happen lol

marble vigil
ruby forge
dusky dock
#

Unity 2021.3.16f1, URP. Trying to add post-processing. I added a global volume and added a Bloom effect override. On my main camera I ticked the Post Processing chekbox under Rendering.
I see the effect in the scene view but not the main view even after cranking the intensity way up for testing:
I've spent hours search for a solution to this and tried every "solution" I could find but with no success. I Assume I'm missing something so I'm reaching out to the community for help. How do I get this working? Thanks.

mellow inlet
#

Hi, I'm using the shadergraph to make a water shader, but I hit a problem, I want to have shadows on the water, but, I don't see how to deform the shadow cast by an other object on it.
Is it possible ? (I try to limit the normal, cause it costs and i'm not sure if it's good for a VR game)

lofty lily
#

As someone who knows basically nothing about URP, whats the best way to render a rendertexture directly to the camera? as in, I have a rendertexture already, and I want to display it on the screen

neat basalt
lime moth
#

Everything is invisible in build if I set the renderer to deferred. Any ideas why?

modest horizon
lofty lily
#

hmmm

solar coral
#

hey just upgraded from 2022.2.4 to 2022.2.5, but it seems that urp just doesn't exist mainly.... urp scripts have just disappeared, and all of the urp shaders are not rendering, is there a workaround to all this?

mystic delta
#

During last update Unity failed to open the project at first. Try restarting.

#

And if urp assets are missing might have to recreate them

#

Everything else went fine for me though

#

And reimporting urp package if it is still broken

storm comet
#

what needs to be done to port unity HDRP project to URP?

solar coral
mystic delta
solar coral
mystic delta
#

package during update might have been corrupted. Probably removing and installing the package might fix it

solar coral
#

ill try that, in the mean time these are the errors that i found in the shadergraph shaders:

mystic delta
#

custom shaders sometimes just have to be opened and saved again to get updated to pipeline changes.

solar coral
storm comet
#

missing postprocessing features? whatever

mystic delta
#

don't know about that, asset files are quite different between them

storm comet
#

my company gonna port game to mobile

solar coral
storm comet
#

I barely launched the project 😄

#

but i guess mobile is a no-go for HDRP?

mystic delta
solar coral
mystic delta
#

If shader is still broken I would create a new one and copy everything from the old one and move it. It's possible to copy everything, properties and graph

#

If you move properties first it will remember serialized connections even when moving graph after

#

I had to do this once sometime ago

storm comet
#

and maybe somebody knows if Amplify Shader Editor has ability to convert shaders HDRP <--> URP

solar coral
solar coral
mystic delta
#

hmm, might be something else got corrupted then, try refreshing the library

solar coral
#

refreshing the library, as in deleting it and letting unity remake it, right?

mystic delta
#

yep

solar coral
#

ok ill do that!

solar coral
solar coral
#

wondering how i would set the skybox colour from a script? So far this is my latest attempt: ```cs
RenderSettings.skybox.color = WhateverColour;

marble vigil
solar coral
#

ah awesome! Thanks so much!

odd oasis
#

Hi, My phone can run heavy games like fortnite but my own game is lagging & after reducing the resolution to 800x600, disabling post processing, using simple lit shaders, using balanced urp, optimized frame pacing, reducing assets from terrain I managed to get 30-45 fps but im not very happy because my game previously looked damn good but now it's just ok. The fps on pc is around 60-100. I ran profiler with development build on android and here's something to note:

Im using profiler for the first time and RenderPipelineManager.DoRenderLoop_Internal() is using 32.0% of cpu & Gfx.WaitForPresentOnGfxThread is using 18% and all this is inside PostLateUpdate.FinishFrameRendering which is using 50-60%+ cpu.

(Btw before reducing the graphics and doing all that I mentioned above I was getting 10-20 fps)

How do I increase fps without sacrificing quality anymore & is it possible to use urp performant but with shadows enabled

#

Pls help I hate optimizing games

marble vigil
# odd oasis Pls help I hate optimizing games

It's a whole field of engineering
You'd have to figure out the expensive parts, are they polycounts, transparency, lights or something else? Then see if you can find a cheaper alternative for them or to selectively hide them

odd oasis
#

Hmmmm

#

I also switched to baked lighting btw

odd oasis
#

Also will adaptive performance help? For context I'm making an endless runner game

marble vigil
#

I think some tools like RenderDoc can give more detailed performance statistics, but I'm not sure what the alternative is for mobile hardware

#

Your best bet is to study optimization for your specific hardware and test different things as much as possible

odd oasis
#

k

marble vigil
#

The simplest approach is to disable features or objects entirely and see if their impact seems bigger than it probably should

odd oasis
#

Oh I'll try this

wild gyro
#

are there any elegant techniques for keeping hard shadows on my main sun light but render soft shadows for a fake cloud layer?

thorn rampart
#

You could make the cloud shadows a decal shader instead of a shadow caster

lofty lily
#

Whats the Gbuffer names in urp? I need them on the CPU so I can send them to a compute shader

terse pelican
#

Is Enable GPU Instancing in materials worth it if I only have let say 5 of the same monsters in the scene?
Such as the attached image?

marble vigil
terse pelican
#

Cool, Ty for the info

placid kite
#

Does anyone have an idea on how to have a shader graph only render if gizmo is turned on?

#

Or maybe it would be easier to hook into the draw gizmo event and enable/disable an object?

nova parrot
#

Is there any possible way to get 2 shadow map in URP? One manually updated, 1 cascades, low res but has a lot of stuff on it (terrain chunks) and one high res 4 cascade one, updated every frame, smaller range but with a lot less stuff on it (players and other dynamic objects).

Am I going to need to make a fork of URP somehow and edit a lot of shaders to make it work?

modest horizon
wintry dirge
#

how can i get this shader at 4:00 to work in unity shadergraph?

https://www.youtube.com/watch?v=rnUEdKPPuhI

This is the first of 3 Videos about creating a Waterline in Unreal engine 4.
In this video you will learn how to setup a BASIC waterline with under water split Post Process material.

Download of Project and Files:
https://bit.ly/waterline_mm
Material Post Process blur:
http://bit.ly/wl_pp_blur
Link to all of my shared content:
https://bit.ly/m...

▶ Play video
modest junco
#

How would I make a triplanar texture scroll across a surface in unity shader graph

iron compass
unique raptor
#

Hey everyone,

It's been a while since I used Unity (about 1-2 years).
Back then the whole Render pipeline situation was quite unfinished and I used the built-in pipeline for my last game, which we shipped to Desktop and Nintendo Switch.

I want to start a new project with the latest tech, what's the currently recommended way to build 2D games for desktop, mobile and console?

Definitely not interested in the HDRP, is the URP the way to go for this or is using built-in still recommended over this? OR is there something else entirely?

soft lion
unique raptor
#

awesome, so URP is production ready now?

#

all platforms are supported?

soft lion
#

Yes, there are couple of games made with urp already

elfin hound
#

how i can add light halo in URP?

leaden schooner
#

trying to use Unity-chan, but it seems that half of the materials don't want to be converted to URP. is there a fix?

empty path
empty path
empty path
leaden schooner
#

or so

empty path
lofty lily
#

I see
how do I access them with global textures? Need it for a compute shader

empty path
empty path
lofty lily
#

alright

#

thanks!

toxic forum
#

@hallow raft Don't crosspost.

copper pilot
# unique raptor all platforms are supported?

Urp is NOT recommended by me, at least for many sorts of game. Its 2d specific features are terribly implemented and their specific 2d renderer in particular is a technological dead end that isn't even at parity with regular urp, much less with birp.

#

And after all of this push to get 2d lighting working they still haven't fixed the single bug that keeps sprites from just working with regular 3d lighting(broken Sprite mesh tangents.)

marble vigil
#

It does support all the platforms and the 3D parts are fine, fortunately

sturdy lance
#

hey guys i need some help seting up urp

#

and ive imported shadermaps and all these assedts

#

but i cant get them to show up

#

i have no idea where to start

unique raptor
copper pilot
#

For most projects, yes.

iron plume
#

hi! does anyone know why im sometimes getting anti aliasing when trying to recreate a short hikes pixelisation style? ive tried the downscaled render texture method, and a custom renderer feature one (https://youtu.be/-8xlPP4qgVo), but they both result in the same almost correct situation

in pics 1-4 the left object is one mesh textured so it has flat colours, while the eyes on the right are quads textured procedurally in shadergraph. if it matters the graph is set to unlit transparent, with everything else being default. however i dont think the eye shader is whats at fault, because as the last couple of pics show its happening even with a standard unlit shader

Today I'm walking you through my new pixelated rendering code. I opted for this new approach to solve a couple issues I had with the old one.

This is NOT a tutorial: I've got plenty to learn about this subject and I don't feel qualified to talk about it in detail. I just felt like I should update you on this topic since I've outgrown my older t...

▶ Play video
placid laurel
#

Someone know why my scene isnt using urp, I created the asset and the 2D and put it in the asset, put it in the project settings, but it wont show the lighting(dark)

charred siren
#

hey guys, im running into an issue with SSAO in URP. in the build, SSAO works as expected most of the time. However, when the camera gets close to a wall (within a meter or so) SSAO takes several times longer to render. im on unity 2022.2.2, on dx11. Ive also tried dx12, and the same thing happens

#

when close to a wall, SSAO takes 57% of the gpu frame time

#

when not close to a wall, its about 17%

topaz smelt
#

[Solved already, thank you :) ]Is somebody able to point me into the direction of a Field of View tutorial for URP? I gave Code Monkey's as well as Sebastian Lague's Field of View videos a try and both are great - until I want stuff to be hidden outside of the field of view. Both aren't using URP due to the age of the videos and I gave several other shader walkthroughs a try, but couldn't recreate what I saw in the tutorials on my own :/ I like Sebastian's stencil shader approach, but that doesn't seem to work with URP.

prime thicket
#

Hi. How to add more lights in URP unity?

fickle spruce
#

Hello, how do you blur a RenderTexture image in Unity (URP)? I've got a camera with a RenderTexture image based on what the camera is seeing in real time, and need that image to be blurred. Unity 2022.1 URP.

fickle spruce
#

Also, in URP, how can I create a new Renderer option for this dropdown?

marble vigil
mild tiger
#

I have mande a custom render feature for urp which I added to the Universal Render Pipeline Asset_Renderer (the one that come with URP) however it does not seem to want to run. Are there more steps required than just adding the render feature to the asset?

mild tiger
#

after some inspection it looks like the AddRenderPasses method does not want to run. The Create method runs just fine

mild tiger
#

the issue has been fixed. Apperently the game used another render asset Called "HighQuality_Renderer". When I added the render feature to that it worked

placid laurel
elfin hound
#

Hello! Distance shadowmask don't work with URP?

marble vigil
#

Sure does

elfin hound
#

@marble vigil here is an example from Built-in first photo, the realtime shadows are up to the red line, it's fine, on URP second photo i have only the realtime shadows, same settings on both

ebon ledge
#

Am I right in thinking that it's completely impossible to make a first-person shooter using deferred rendering in URP? You can't use camera stacking to render the guns in front of everything else. Also, using custom renderer features draws the meshes on top of the level, but then the meshes within the gun on the top layer don't write depth. Is it literally impossible? (I HAVE to use deferred rendering)

soft lion
thorn rampart
#

It’s just handled differently

marble vigil
eternal hill
#

can anyone help?

lean stone
#

hey. i've got a custom RenderFeature/RenderPass which does a simple GrabPass. for some reason, my texture is about double the memory usage of the camera's texture (in this case, it's an XR game, grabpass is for tonemapping). is there any way to get this to match memory usage of the actual camera texture..? ping me if you have any idea

jaunty plank
#

Anyone know, In URP Deferred, if Opaque ForwardOnly shaders/materials take the penalty cost of forward rendering? Does it calculate lights as if in Forward rendering path or will it still use Deferred way of doing light - only it will not write to Gbuffer?

soft lion
jaunty plank
#

I was just confused going though the URP document and seeing thier walkthrough of the Deferred rendering path passes and mentioning Forward only.
I did get clarification, so ignore me 🙂

hollow stag
#

Hello! Is there any way to disable urp frustum culling?

I writing my own custom culling that is very specific to my case. But I'm forced to pass bounds in the render function.

rp.worldBounds = new Bounds(Vector3.zero, 1000 * Vector3.one);
Graphics.RenderMeshPrimitives(rp, ....);

Would be great to eliminate unnecessary calculations

ebon ledge
#

@soft lion @thorn rampart @marble vigil Sorry, I should clarify. It's the use of deferred rendering that's causing the issue, not the fact that I'm using URP. My use case requires that I HAVE to use deferred rendering. The issue is that the gun models that I use are made up of multiple meshes. When I use a custom render feature to draw them above everything else, the whole gun draws over the rest of the scene. However, the meshes inside the model aren't ordered, so they all just overlap! As far as I know, there's no way around this :/

thorn rampart
#

Yikes

#

Why do you have to use deferred tho?

marble vigil
#

Render objects feature doesn't allow ordering?

real sun
#

I imported a model and it deleted my previous scene. Ctrl-z dosnt work
it asked me to open scene and save the current one, but idk how to get back

cloud cloud
#

What would be the best way to handle large scale, scene wide reflections in URP? I was going to use SSR but Unity doesn't seem to support URP SSR. I don't mind buying an asset if it's better than what Unity has

marble vigil
#

If it doesn't have to be realtime, you could use box projected reflection probes

cloud cloud
spark sorrel
#

I've got Pink materials in Urp after opening my project, I also tried upgrading them to Urp but they already are, they are "Universal Render Pipeline/Lit" so why are they pink?

#

Those are two images, idk why discord cuts them up like that

dry willow
spark sorrel
oblique dock
#

how can I disable ambient lighting/global illumination in URP, the settings in the lighting window don't seem to work

glass agate
#

When I download URP in Unity, I've many errors every time. I found why I've these erros, thats because some of these files in URP have a longer name than the max length of filenames that my windows supports. I don't know what I could do and why it works on other pc's

#

Has anyone an idea?

marble vigil
glass agate
#

And this: Library\PackageCache\com.unity.shadergraph@12.1.10\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\MaterialAssemblyReference\RawRenderQueue.cs(12,24): error CS1061: 'Material' does not contain a definition for 'rawRenderQueue' and no accessible extension method 'rawRenderQueue' accepting a first argument of type 'Material' could be found (are you missing a using directive or an assembly reference?)

floral glen
#

Can anyone help with textures? Trying to export textures from blender, they are UV maps which don't work in Unity URP (I dont know where to put them in the material) unless I use URP2d but then it's very flat colours and no shading

gilded bronze
#

good evening, folks )
has anyone faced the following texture bug?

the texture on render (black circle) differs from how it looks in the game view (white circle)
looks like it was increased 10 times

I'm using a recorder for rendering
unity version 2020.3.7

gilded bronze
#

alright, for some reason this is also happening in the play mode 😐 I have no idea how to fix it

oblique dock
#

How can I change ambient lighting settings in urp

indigo dirge
#

GameDev in 2023 be like:
What is the best way to get free big stones for an open world game
There are a few ways you can obtain large stones for your open-world game, but keep in mind that some methods may not be considered ethical or legal. Here are a few options to consider:

haughty garnet
#

thanks, chatgpt

#

also urp now has decal queues oh mannn

ebon ledge
#

@thorn rampart @marble vigil As far as I know, each mesh is on the same render layer, so ordering seems to be ignored. I think the custom passes don't write to the depth buffer. And deferred has to be used because I have lots of small lights, the game involves lots of dynamic lights being on and off as it has horror elements, my GPU can't bake light maps / I don't have the free time to bake light maps on a weekend as I work full time!

marble vigil
ebon ledge
#

@marble vigil Depends really. The 8 limit just isn't right for the type of game I'm making. Certain that deferred is the way forward. I'd happily use forward rendering just for the FPS layer, but is that even possible? I'd happily use a mixture of the two. This is the current setup. Tried every combination of this under the sun and still get the same results:

marble vigil
#

Viewmodel is limited to 8 forward lights but even with this supposed worst case scenario it's hard to tell

#

No shadow casting from level geometry though

oblique dock
ebon ledge
#

Oh wow! I did not know this was possible. When you say they work fine with forward rendering, but require a forward renderer, do you mean that I can choose which renderer each camera uses individually? And the 8 light limit that you've described is apparently quite common in most shooters, even the AAA ones

#

Does this mean that I can create two renderers for my pipeline asset and assign different ones to different cameras? I think you've lost me a little bit!

#

@marble vigil I COULD KISS YOU! OR SEND YOU FLOWERS!!!

#

I had no idea you could mix and match renderers like that. I was under the impression that you were bound to one

marble vigil
#

Assuming you found the places where to assign the renderer list and renderer per camera?

ebon ledge
#

I think I must have misread or misunderstood what you'd put. Yeah, I figured that our pretty quickly after I understood what you meant. The graphics programming rabbit hole is a big one!

cold gyro
#

Hi guys! I am making a car "racing" game and for now the scene is mostly empty (there are just 2 low poly cars, a flat terrain and some low poly trees around).. But as you can see from the profiler, URP causes huge GC every single frame! Why? Down in the overview as you can see there is the Inl_RenderPassBlock.MainRenderingTransparent, but I don't even have a transparent material in the scene

remote elbow
#

how can i download a older version of urp

#

i need 7.5.1

sinful gorge
#

Edit the packages.manifest file @remote elbow

remote elbow
sinful gorge
remote elbow
#

Ohh

#

That's why

#

I was using 2021 but project requires 2019

#

I will try old version once I'm home thanks

gusty cosmos
queen raptor
#

Good morning, is there a reason why my mesh doesn't convert to a combined mesh at runtime when it is flagged as static? Can you static batch meshes with multiple materials?

queen raptor
#

Seems like Unity dosent batch built in meshes with imported fbx, wierd

#

Anyone has more info on how static batching works under the hood? what are the requirements and exeptions for a mesh to batch?

#

If I inspect the frame on RenderDoc there is still two calls even if all of my meshes are combined in the same combined mesh and are using the same material, textures, etc.

compact river
#

I am looking to achieve an effect that requires drawing certain objects a second time with a different material to a separate render texture, I then want to process that separate render texture and composite it onto the final frame. How can this be achieved using modern URP? I am finding a lot of outdated and conflicting techniques when googling

strong lynx
#

how do i overlay a second camera to my render texture?
this is my current setup:

1. I have a camera which is rendering to a render texture.
2. I have a UI Camera which is only capturing the UI.

Goal: Render my UI Camera Overlay on top of my Render Texture.

camera stacking the UI Camera on my Camera doesnt work. Wont be overlayed on my render texture.

late terrace
#

hey guys
I am kinda new to shaders, URP and all of this stuff. I was trying to follow the guide https://www.youtube.com/watch?v=S6eRVwAtfOM&ab_channel=GabrielAguiarProd to create a nice looking laser, using shader graph and URP. however, the shader I created just don't work and not visualizing. I am using a URP shader graph (Shader Graph>URP>Sprite Lit Shader Graph). See the picture below
I am not sure what's the issue, but, since I am using URP I think it's somehow connected. however, I must say that overall URP works as intended in scene. I have added a blume effect and it works perfectly. furthermore, before that I decided to create a simple material (URP>Particles>Unlit) and it worked quite good
thanks in advance!

P.S. FYI, I am using unity 2022.1.19f1, URP 13.1.8

placid laurel
#

But I'm running into a problem where the SSAO still shows through the rendered object Like this:

#

This is my settings

#

Is there a way to avoid this?

placid laurel
#

I don't want to use a second camera as I will loose the lighting and shadows from the game world

mystic delta
#

@nova juniper Next time will be kicked

low talon
#

I have mirror using a quad with render texture and a camera output to that same render texture. but after changing my project to URP it's not working anymore. Please help

soft lion
low talon
marble vigil
royal flint
#

im using urp and light 2d, everything works fine in the editor but when i build and run it, it doesnt work. are there any build settings i have to change?

low talon
elfin hound
#

I'm using the URP's render scale at 0.6 and some UI elements are looking worst but other look really good, they are on same canvas

#

Ah, i fix that lol, sorry it was enabled "Generate Mip Maps" on texture importer and now look good 😄

torpid matrix
#

Can anyone explain my why it looks like this? It's a regular Alpha texture being displayed on both sides. However the side where the normals are "negative" it's a lot darker than on the "positive" side. Also adjusting the metal / specular slide it only effecting one side.

upbeat lynx
#

Are normal maps in URP really so bad?
Looks like I am not using any normal maps.

marble vigil
upbeat lynx
scenic burrow
#

well the normal map does look rather soft, but I would also ask if you are using directional lightmaps

upbeat lynx
scenic burrow
#

you don't need directional lights for directional lightmaps

#

directional lightmaps work with any light sources

upbeat lynx
upbeat lynx
scenic burrow
#

would make sense to me, if you say that even in realtime lighting the walls still look rather flat, the normals aren't strong enough

#

but it could also be due to the angle of where the light is placed is not such that it would produce strong side lighting

#

its hard to say, can you provide an image of how it looks in realtime lighting? @upbeat lynx

upbeat lynx
stable torrent
#

why does my meterial menu look like this?

#

where's the menu to change the color & other values

#

or is this the new material menu

#

nvm I'm stupid

#

I had the debug option enabled

scenic burrow
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tis indeed the truth 😛

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you had the debug inspector enabled

gleaming nacelle
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In URP, how do you guys affect materials temporarily without material property block? Creating instance is a bit too expensive for the amount of units affected.

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For example I need to dissolve 100 units every second, in built-in RP, I could just do it by changing material property block value.

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But AFAIK it doesn't exist in URP yet?

marble vigil
# gleaming nacelle But AFAIK it doesn't exist in URP yet?

It does, but with the caveat that it's incompatible with SRP batching so you will likely lose performance
Material instances are cheap and they can be pooled so you only need 100 concurrent ones without having to worry about reallocating memory

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Another option that comes to mind is to use one material but change individual mesh vertex colors, like the particle system does
No idea what the cost of that is though, particle system may be doing optimizations not available to mesh renderers

midnight wren
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multiplayer lobby light test

modest horizon
gleaming nacelle
tawny ruin
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Im having trouble after upgrading my 2019 unity project to a 2021 verison

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smth about lightmap not big enough no matter how big I make it

marble vigil
merry flicker
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ye so my scene view changed to this

copper pilot
placid laurel
ripe shale
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Hi all, I've just upgraded my project to Unity 2022.2, I'm getting 7kb of garbage being generated by my main camera now every frame. It appears to be from the call RenderingUtils.ReAllocateIfNeeded() in UniversalRenderer.Setup(). Is this a URP bug? It wasn't there in prior versions (I've not checked explicitly, but I'd have spotted it as quickly as I have today in profiling sessions of yore)

cold gyro
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I can't build my project because it gives me this (and another similar) error:


Compiling Subshader: 0, Pass: ForwardLit, Fragment program with DOTS_INSTANCING_ON _ADDITIONAL_LIGHT_SHADOWS _FORWARD_PLUS _LIGHT_COOKIES _MAIN_LIGHT_SHADOWS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING LOD_FADE_CROSSFADE SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _DETAIL_MULX2 _DETAIL_SCALED _EMISSION _ENVIRONMENTREFLECTIONS_OFF _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _PARALLAXMAP _RECEIVE_SHADOWS_OFF _SHADOWS_SOFT _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP _SURFACE_TYPE_TRANSPARENT _WRITE_RENDERING_LAYERS```
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URP 14.0.6, Unity Editor 2022.2.7f1

gritty harness
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Hi I have a bug (rainbow instead of grey) with the default URP/Lit material but only in build mode

tawny ruin
lime moth
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Cameras with enabled post processing have absurd amount of contrast

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but only in build

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in the editor it looks fine

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help

tawny ruin
# marble vigil What's the exact error?

The notification is ```There are too many shadowed additional punctual lights active at the same time, URP will not render all the shadows. To ensure all shadows are rendered, reduce the number of shadowed additional lights in the scene ; make sure they are not active at the same time ; or replace point lights by spot lights (spot lights use less shadow maps than point lights).
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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and

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UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
tawny ruin
marble vigil
tawny ruin
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smh

marble vigil
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😄

tawny ruin
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Ummm, understandable why unity is freaking out with about 200 so far 0-0

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I knew it was a problem, especially with FPS, but Im not sure how I could fix it honestly

marble vigil
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If they're point lights that's 6 shadow passes and maps per light

tawny ruin
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yeaaaa

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But point lights and the amount are necessary

marble vigil
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I don't think I've ever seen a game do that

tawny ruin
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Actually, I could try baking the lightmaps right?

marble vigil
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Either they cull lights by distance or visibility, or they use baked lightmapping, with mixed light shadows if necessary

tawny ruin
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Yea its most likely baked lightmapping

marble vigil
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I think lights also get culled if all meshes in their range are culled by frustum or occlusion culling but I'm not totally sure

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Baked lightmapping is incredibly powerful if your scene works within its constraints

tawny ruin
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Ill try baking my lightmaps, seeing if that also helps with fps

scenic burrow
scenic burrow
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200 point lights in a scene? tf u doing lol

royal flint
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does anyone have a problem where light2d doesnt work on build, i have a light2d component on the player, and in the build the light doesnt render

pure ibex
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In my 2D game, I have a tilemap to handle the background graphics and colliders for the general player and enemy movement. For example, I have pools of lava that prevent player/enemy movement, with the tilemap composite collider to form a mega collider and prevent things from going into the lava.
The thing is, if I instantiate an enemy IN the lava pool (inside the collider). it does spawn inside the lava pool, and is stuck inside the lava pool's collider.
Is there a way to have things be moved outside the composite collider when spawning ?

marble vigil
pure ibex
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where do I ask questions related to colliders ?
it though it was not really code related

marble vigil
pure ibex
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ok, thank you ! 🙂

lime moth
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please help

errant ivy
tawny ruin
scenic burrow
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😛

verbal light
modest junco
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how would I do a for loop in shader graph

marble vigil
void jungle
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I'm trying to procedurally generate a hexagon terrain with Rivers.
But I'm having trouble with UV coordinates for proper flowing of the rivers, right now there is a seam at the junction between a corner and a river.
I can't figure out a way to make the flow continuous over both segments.

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Here is the UV arrangement I'm currently using

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The big rectangle is the river quad along an edge, and the triangle is the corner

marble vigil
# void jungle

Mesh UVs need to be touching the UV edges in both axes to be continuous with that edge

void jungle
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Here's how the geometry looks

upbeat jasper
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anyone know how I can reduce the AcquireNextFrame because its giving me 20ms+ spikes on the cpu despite the scene being profiled having just a few sprites (on mobile)

sinful gorge
upbeat jasper
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Its not vsync as thats disabled and target fps as Its set correctly in code + it takes up a micro part of the frame time, I don't have the overall GPU/CPU usage

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its weird because im testing this in a completely bare scene and the cpu is still 16ms+

tawny ruin
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the baked lighting didnt really help my FPS

scenic burrow
tawny ruin
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Thats a my bad 😅

sinful gorge
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Without more info not many can help

upbeat jasper
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I did read about that, doesn't really explain why it can't maintain 60 though

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Are tilemaps really that intensive?

opaque sinew
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Anyone have a good handle on the Frame Debugger and VFX Graph? I'm trying to understand why all of the VFX Graph Visual Effects in my scene are coming up in my Frame Debugger draw calls. There are about 80 in my scene but only a few should be viewable to the camera. All of them are showing up in the Frame Debugger though 🤔

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I've been trying to fix it by adjust the bounds mode of the VFX Graphs but nothing seems to solve it.

opaque sinew
cunning arch
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Hi. I'm currently working on a VR PROJECT wth URP with a World Space UI and I would like to know how can my UI can react to light please ?

cold ingot
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I just converted my project to URP and some older package im using is now throwing shader errors, it does advertise URP support but ig not the newest version. there is only 4 shader files so it should be fixable, and its only 7 errors, so not that bad to fix, I just need to know what is wrong lol
Here is one of the errors, they are all pretty similar:
Shader error in 'CTI/URP LOD Bark Array': Did not find shader kernel 'LightweightFragmentMeta' to compile at line 453 (on d3d11)
The package is called Conifers [BOTD] if you want to look at the code yourself, just make sure you install in root of assets, and make sure that you also import the "Conifer [BOTD] URP.unitypackage" file once you import the main package.

muted relic
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Any idea why the color on the standalone build (right) is substantially different than in the editor (left)?

cold ingot
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also is it even worth to switch to URP if i have to deal with so many broken packages? like is URP giving me some crazy benefit?

marble vigil
proud badge
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I upgraded my project from Unity 2020 LTS to Unity 2021.3.19f1 (LTS) and I am getting an issue with custom shaders using the Unlit Sprite (for GUI). The alpha transparency of such sprites are displayed correctly in Scene View window (in 2D mode) but get a red background instead of transparency in Game view...
I really don't know what that is coming from.
I tried with a fresh Sprite Unlit Shader using Shader Graph and I'm getting the exact same result...
Anyone here would know what that is causing such issue or maybe tips so I can look into further?

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^ the shader here is basically adding the black border and shadow around the sprite

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(but there is no red color anywhere in shader and that red color is displayed exactly where alpha should be as shown correctly in scene view)

cold ingot
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I think its doable

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But im not sure what lightweightmetafragment/vertex does

proud badge
lofty lily
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how do you access the motion vector buffer in urp?

small hound
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How do I make objects with an emission material to actually emit light?

soft lion
small hound
proud badge
random badger
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Hello! I'm learning how to code shaders using URP (I don't really have a lot of experience writing shaders by code), and after following a bunch of different tutorials I can't get my shader to render. There are no errors in the console, but my object is completely invisible.
Here is the code: https://pastebin.com/3WeSWLmQ

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I used the 3D URP Template so everything should be working as expected

marble vigil
random badger
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Apparently shadergraph doesn't have everything

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Also I think it helps knowing how it works under the hood

grizzled slate
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I've setup a global volume with post processing to change a couple of things, and it looks fine and as expected in the editor but not while in game. Does anyone have any suggestions as to why this might be?

scenic burrow
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code gang ftw 😛

grizzled slate
scenic burrow
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you can still do it if you want, more power to you. but I suggest for an easier time start with built in pipeline

random badger
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Yeah I guess I can start with that! I'll still have to figure out why stuff is transparent tho.. Also is there any editor that works with Shader code? It's quite annoying having no auto format (I don't mind no auto complete)

scenic burrow
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vscode with shader extensions

random badger
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Ah I see! I'll try this out 🙂 Thanks so much haha it might help starting with the basics and then moving on to URP

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Hopefully it'll help me understand why issues happen

ripe pumice
grizzled slate
ripe pumice
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then post processing hasn't been configured correctly for your project

grizzled slate
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Where should the volume be used then to make sure it is configured properly?

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Having it on an empty gameobject works for the sceneview and putting it onto the player camera seems to do nothing for the game view

ripe pumice
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its probably not the volume that's the issue

grizzled slate
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ah alright

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any idea on what might be the issue instead?

ripe pumice
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follow a urp post processing guide and see what you missed

grizzled slate
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was following the one on the unity website but will give that a shout thanks 🙂

ripe pumice
ripe pumice
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check the activated render features

verbal light
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I have a singleton in my scene with a variable I want my scriptable render feature to know about. Is there a standard method for connecting the two?

weak bridge
#

how do i fix this

weak bridge
grizzled slate
# ripe pumice oof, yea that one is missing all the urp steps

oh on this too it was nothing project-wise that had setup wrong it was that I had the player camera generated at runtime without post-processing enabled, so nothing i was doing in editor was doing anything 🙂 stuck "camera.GetUniversalAdditionalCameraData().renderPostProcessing = true;" into the code and it's fixed it 🙌

void jungle
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Can anyone tell me what are these black lines?
They are occuring on the edge of two meshes.

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This is one mesh and the rest is the other mesh

iron compass
lofty lily
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I thought that motion vectors existed in URP now? do they not?
I cant seem to find their global texture name and when I go into the frame debugger, theres no pass that uses or produces a motion vector texture