#archived-urp

1 messages · Page 6 of 1

marble vigil
#

Roadmap says they're in 2021.3, but I don't know of any features that make use of them

lofty lily
#

I just found out how to use them
you gotta call yourpass.ConfigureInput(ScriptableRenderPassInput.Motion); outside the pass

proud badge
#

Hello 👋
I have implemented decals in my project Unity 2022 URP and everything works great in both scene view and game view.
However as soon as I build the project, the build does not show any decal…
Anyone has any clue on what I am missing so decals actually work in build runtime please? 🙏

marble vigil
#

Decals aren't supported in all of them

#

Also, always remember to check the quality settings asset for the specific platform

proud badge
#

The build should be 1:1 with what I see in Unity editor

marble vigil
#

If it's the same quality asset too, then the culprit usuall seems to be shader stripping
Not sure how it works specifically but sometimes if a shader isn't assigned directly to object, the stripper gets rid of it and it'll be gone in the build

proud badge
#

I tried messing with shaders stripping parameters but no luck yet 😕

#

The decals I use are all using the same shader and a material using that shader is directly assigned to that decal (as a prefab)

#

I’m stuck and not sure where to look at to fix decals in builds

proud badge
austere bough
#

Do you have 'Stop NaNs' active on your urp camera?

night current
#

Is there a way that I can increase the Gaussian Blur post process effect radius past 1.5?

#

1.5 does barely anything and I want an exaggerated blur effect

#

This is how it looks with Depth of Field off

#

and this is with 1.5

#

And that rectangle makes up a tiny fraction of the screen so it's barely noticable

#

How can I increase that?

torn delta
#

Does anyone know what could be causing this crazy frame rate thrashing on static scene?

#

It seems to be triggered by disabling vsync, although not always

#

It's also more likely to get triggered in a standalone build

placid laurel
#

Hi why has my terrain invisible texture when set to ground with URP?

silk osprey
#

Hi all! I have an issue with Package Manager when trying to import into an empty URP project. Can somebody help? I am importing this: https://assetstore.unity.com/packages/essentials/tutorial-projects/foundations-of-audio-183075 And the error I get is: This Unity Package has Package Manager dependencies. When clicking "Install/Upgrade" nothing seems to happen. I then see the list of assets to import, but can't select most of them.

Get the Foundations of Audio package from Unity Technologies and speed up your game development process. Find this & other Tutorial Projects options on the Unity Asset Store.

frank prawn
#

Can anyone point me in the right direction for creating a day night cycle with URP?

#

I can't seem to find anything regarding 3d

#

and I'm lookin gfor something that allows me to have dynamic lights

amber bolt
#

I just swap to unity 3D URP and convert all martial to urp using the built in upgrade but one of my material become like this in photo 1, how to fix it?

frank prawn
amber bolt
#

I didnt change the shader, I just convert the martial to URP

frank prawn
#

Which is why I ask what you were using before, cause maybe it was set to something that would make it act wonky after the face.

#

just my guess

amber bolt
#

the shader is legacy shaders/Particles/Alpha Blended

marble vigil
amber bolt
#

I dont get what you mean but I guess I can expand it.

stoic sky
#

Hello guys, a question about decal inside URP 🙂
Any idea, why do i get this blue rendering on each diffuse texture containing grey or white ?
I'm in automatic for the decal rendering method, switching to Dbuffer or other, doesn't change the deal.
TY

sinful gorge
#

Maybe the ambient lighting/reflection or shadow color (lighting settings - environment) @stoic sky

stoic sky
analog sentinel
#

Is camera stacking required in UPR or is just an available feature?

analog sentinel
#

I'm having trouble getting some of my UI to show up

marble vigil
#

It should do that by default when you first create it

analog sentinel
#

right, we have a separate UI camera we instantiate at start

#

it's set to overlay

marble vigil
analog sentinel
#

originally it was so we could cull certain objects, FX and UI and some other meshes that needed the depth texture

#

it was originally to isolate the depth texture, which otherwise needs an extra draw per opaque object

#

URP has optimized that now though, so maybe we can do a different camera setup?

#

I think I sorted it

marble vigil
analog sentinel
analog sentinel
#

Is there anything that would cause the SRP batcher not to work? I'm just trying to batch some duplicated cubes together and it won't do that

#

if I tick dynamic on, it will batch them as I expect

#

does SRP batcher work differently, am I missing something?

#

it does absolutely nothing when I enable it

analog sentinel
tacit gulch
#

I was trying to use the HDRP/Nature/SpeedTree8 shader for grass textures I had so I could add them to the terrain and have the grass sway in the wind. I created a rectangular mesh in blender and got the texture on to it, but it did not sway in the wind. Looking at the "SpeedTreeWind" shader sub-graph then looking at "SpeedTreeWind.hlsl", it looks like it uses the 'w' value of the uv3 channel (compares it to ST_GEOM_TYPE_BRANCH, FROND, LEAF, FACINGLEAF). My question: I am on the wrong track? It is beyond my Blender skills to update the 'w' value of 4d coordinate values of the uv3 channel to see the vertex type...

late pelican
#

Hey guys,

The picture above is how it looks while playing in the editor, bottom picture is how it looks in a windows build? could someone point me in the right direction to fix this? 😉
And its not only the colors, the cat model also looks weird in the build, its like the skinning is not correct for the build while it looks perfect in the editor..

thorny horizon
#

same happens when you switch a scene sometimes, I just forgot exactly how to fix it

#

but at least you have a pointer now 🙂

soft lion
simple crypt
#

Where is the option for screen space reflections for urp? I was watching a Brackeys video but its pretty outdated and the option seems to have moved

simple crypt
#

Yeah I just realized, it's pretty sad. I can only use URP since i'm making a portfolio that needs to be in browser

marble vigil
paper folio
#

Unity 2022.2.8f1, Universal RP 14.0.6, Mesa 22.3.6, Linux 6.2.1-arch1-1, Intel Comet Lake UHD Graphics, my scene view looks like this:

#

Game view has no issues

sinful gorge
#

I guess make a bug report and try other versions

#

LTS 'should' be stable

void jungle
paper folio
night current
#

How can I create a really strong blur in 2D urp?

nova wind
#

does anyone else get the error You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed. with Atmospheric Fog Render Feature? Unity 2022.2.7f1

rich oar
#

Hya, after updating to 2023.1.0 I got a lot of URP errors for missing namespaces, I tried reinstalling urp but this does not seem to go away
Anyone has any idea what I might be missing?

cold ingot
#

hello guys, how do I get a sky that works as expected, as in the sun and moon move properly overhead instead of rotating the skybox resulting the sun moving side to side

#

im assuming it is an implementation specific to URP

#

and i cant get an answer in #💻┃code-beginner which this problem also might relate to because there is too many messages there lol

#

and I havent found anything on google when searching for my problem but maybe i forgor how to google so

sinful gorge
fading tinsel
marble vigil
fading tinsel
marble vigil
fading tinsel
cold ingot
#

Isnt making a sky pretty common though? Why doesnt someone here know?

polar glacier
#

People of the URP

#

I need your help

#

URP version is: Version 13.1.8 - May 25, 2022

#

unity version is: 2022.1.3f

#

I haven't encountered any other visual glitches

marble vigil
white owl
#

I get this stuff when enabling SSAO (and completely gray screen when i enable scaled rendering)

cold ingot
#

so thats my problem im assuming

#

i want clouds etc

#

basically tldr: custom skybox with sun/moon moving correctly based on directional light in URP

#

thats the current objective

#

no clue how though

regal yarrow
#

Anyone knows what could cause terrain textures not loading in on URP? I feel like i'm missing a basic option check or something to fix this, but google isn't of much help.
Edit: found the reason, unity URP doesn't support ortographic cam in some versions like 2022.1.24

marble vigil
grim quiver
#

By chance anyone tried to use BatchRendererGroup with urp. I am currently struggle with shadow culling as it seems like it includes too many meshes compared to regular MeshRenderer.

terse raven
#

In Urp Metallic smoothness map, white color gives more shine right?

iron compass
analog sentinel
#

hey guys, am I interpreting this right? SRP is doing what the other setup is doing in 9 draws vs 65?

marble vigil
analog sentinel
#

the unity profiler doesn't seem to show drawcalls any differently than the stats window does for SRP either

#

I'm trying to figure out if the depth texture is cheaper on URP than BRP. In BRP there is an extra depth draw for each opaque object, to add it into the depth texture.. but in SRP draw calls aren't handled the same way, so how do I check it it's actually working or not. What is the metric to use in URP to check the depth texture performance?

#

like, this is essentially telling me it's way better isn't it? 10 VS 73?

marble vigil
analog sentinel
analog sentinel
#

URP doesn't do anything to optimize rendering skinned mesh renderers does it? afaik no

marble vigil
analog sentinel
marble vigil
#

However from what I've read about GPU animation instancing, it's not exactly the same thing as GPU instancing despite the name

analog sentinel
#

I also read that SRP makes use of some sort of GPU instancing itself

#

Enabling GPU instancing on your material won't disrupt SRP's batching process will it? -- as far as I can tell it doesn't seem to

marble vigil
# analog sentinel I'm not sure how they're different if they are, I assumed they were similar enou...

Animation instancing indeed refers to using vertex deformation in the shader to move the vertices, as opposed to CPU deformation.
GPU instancing means rendering the exact same thing multiple times, which I assume means they have to be playing the same animation as well though am not sure.
"Static" in the realm of batching has a specific meaning referring to combining meshes into one which reduces draw calls if they also use the same shaders. (or shader variants /+properties specifically?)
Being "similar enough" doesn't alone do anything, but being similar in specific ways is often a prerequisite for specific types of batching or instancing.
SRP batching is totally incompatible with GPU instancing, and will take priority over it unless the renderer has been made incompatible with SRP batching.

verbal light
#

does anyone know how I could copy a camera texture's buffer to a different part of the screen without using render textures? I've tried using a shader/blitter a custom render pass but when I try to move the UVs it makes the existing views smaller or cut off rather than moving them to the intended area

#

would really appreciate any suggestions or broad overview about how to even approach this problem in an efficient way

analog sentinel
#

What I meant by static was not moving/inert, opposed to dynamic, like a skinned mesh renderer.

#

GPU instancing will take priority over SRP or the other way around?

cold ingot
#

and it has a moon in the texture

#

but i want to expand upon that idea obviously i just started with this

#

so i want a moon, a sun, and the ability to control the position of the moon/sun using the directional light rotation just like the default skybox

hardy rover
#

the latter can be checked if it's SRP compatible or not via your inspector

#

or the sucky way, by turning off the SRP in your urp asset (which you shouldn't)

small hound
#

Is there a way I can have multiple light sources creating shadows? Or is it only possible to have one making shadows at once?

soft lion
small hound
soft lion
small hound
#

@soft lion

#

I have researched it and can't find what you are referring too.

soft lion
soft lion
#

Then you cant have more than one

small hound
#

So what do I do

soft lion
#

Its known limitation of urp, theres not much you can do about it

small hound
#

What about if I used one directional light and used another type of light for the other areas?

#

I have a world and a room, I need the light in the room to be separate from the light in the world

#

I have culling masks so that one light doesnt interfear with the other lights area

#

but shadows only work on one light

#

so what do I do

soft lion
dense yacht
#

Anyone knows how to fix this?
why some of my assets have edge glows even if I delete all the lightings

#

how can I fix the metallic issue here?

marble vigil
marble vigil
dense yacht
#

I tried that already, and even without light, the edge is still glowing

cinder kindle
dense yacht
#

I do have lightprobes, and they're still glowing

cinder kindle
#

Reflection probe, not light probe

dense yacht
#

I'll try to understand this, thanks!

dense yacht
#

f these props, still glowing even without lights

vagrant bough
#

if i have multiple lights on in my house at the same time(like 4 0r 5) Some of the lights start flickering.it feels like unity is trying to optimize it or something but doing it terribly because even if im staring a light directly it dosent work meaning theres no light but if i turn off a diferent light from anywhere it starts working

#

i was wondering if there is a way to up the number of lights that can be on at the same time

cinder kindle
#

This is just how specular highlighting works in unity

#

If you just want to avoid any sort of specular reflections on the objects disable this in the material

cinder kindle
vagrant bough
vagrant bough
marble vigil
vagrant bough
#

there are no setting here @marble vigil

#

for max number of light

marble vigil
analog sentinel
marble vigil
#

Worth checking if it is
If it's just a lit shader then it requires a proper reflection probe as discussed

whole fog
#

I can't find anything online. What's the analogous shadergraph node to "Color" in Photoshop / CSP / etc.

cold willow
#

hey im following a tutorial for a simple glow/bloom effect.
in the tutorials theres a checkbox to enable renderpostprocessing, i dont have that on my camera.
on the left, the UniversalAdditionalCameraData script has a public field with that toggle, but unity doesnt show it in the inspector?

What am i doing wrong?

#

there has go to be a better way, right?

    void Start()
    {
        gameObject.GetComponent<UniversalAdditionalCameraData>().renderPostProcessing = true;
    }
marble vigil
cold willow
#

oh lol its there

#

yeah, seems i just didnt see it on the camera. the inspector from the video looks quite different

cold ingot
marble vigil
cold ingot
#

ok thanks

dense yacht
#

Yes, I will, it's just my deadline is yesterday and they gave me a task that I don't have any knowledge 😄

dire trench
#

Guys i need help. I followed a field of view CodeMonkey tutorial
In his video at the end, he changes the ForwardRendererData and adds renderer features
i was able to add those features, but i don't find the option for "Default Rendering Layers" he has (he has an older version)
so URP is rendering them how it wants, ignoring my features
how do i change that

dire trench
#

basically i can't filter out layers

#

it was a thing before apparently

stiff river
brazen cradle
#

Hey guys, Box Projection on Reflection Probes doesn't seem to work on terrains in Unity 2021.3, URP. It works on regular meshes but on the terrain, no matter what I do, it just doesn't want to work. Is this a bug or am I missing something? Thanks a lot in advance!

rain plume
mild tiger
#

hello. I have made made a custom render feature for URP which is supposed to apply a material to the camera by Bliting the cameras texture to a temporary texture with a material and then Blitting back the temporary texture to the cameras texture. However when blitting back to the camera texture I get a null refferenc exeption.

I am using Unity 2022.2.9 and URP 14.0.6.
The error is on line 46 (tho the error itself is from the ScriptableRenderPass class but line 46 is casuing it. Blitting to the temporary rt works fine)
https://pastebin.com/ZQA1Qf5e

languid crescent
#

Does anyone now how to use the Blitter class with the new RTHandle approach for the URP sample project?
https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/Scripts/Runtime/RenderPasses/DrawFullscreenPass.cs#L75

// Can't read and write to same color target, create a temp render target to blit. 
if (isSourceAndDestinationSameTarget)
{
    Blit(cmd, source, destination, settings.blitMaterial, settings.blitMaterialPassIndex);
    Blit(cmd, destination, source);
}

I tried to follow the https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/renderer-features/how-to-fullscreen-blit.html guide but it does not to do what I want
Does

Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_CameraColorTarget, m_Material, 0);

Supposed to be working ?

solar coral
#

after having unity open for a while, rendering starts causing performance spikes consistently about once every couple seconds, these persist until unity is restarted or until play mode is entered and exited twice. This happens even if the scene is empty. Is this normal, and is there a workaround?

mystic delta
#

Are you using any third party tools or drawing gizmos. And what editor version.

solar coral
mystic delta
#

Do you have on the scene anything?

#

I'm on the same version with URP, but only working with 2d stuff, not noticing any problems

#

Profiler can be set to editor mode as well, you can track the problem

solar coral
solar coral
rotund shard
#

I get these errors

dense yacht
#

Does URP have a cookie in light components? or is there an update?

#

ow ok, URP doesn't really have it

marble vigil
dense yacht
#

oww, I'm using 10.6 URP :3

#

should I download the latest unity for that? I'm not seeing 12.1 here.

marble vigil
#

I assume you're using an old version of 2020.3. editor
There's very few reasons not to upgrade to 2021.3.
But as always do backups or use version control when changing major versions

dense yacht
#

copy that

#

I want to achieve the light rays of the window, If I can't use the cookie feature what is the other way round of it?

marble vigil
dense yacht
#

owww, thanks for the term! I don't know that, Imma search right away!

#

ow in latest haha

marble vigil
#

Maybe tiny soft spot lights for the main colors, if you can spare that number of lights

dense yacht
#

I'm too excited that I forgot to read what's next UnityChanOops

dense yacht
marble vigil
#

URP 12 also introduced deferred rendering path which practically removes the limit and cost of lights (shadowless ones, with some drawbacks)

dense yacht
#

maybe I'll try to switch to 2021 for now

#

anyways thanks for the big help! I'll try continuing it in other version

whole orbit
#

When making a new, "clean", Unity project, is the old built-in renderer still the default?
If not, is it still available?
If so, have they mentioned any plans to move entirely to the SRP?

marble vigil
#

Ultimately it's probably the intent to deprecate BiRP but practically it'll be years before they can seriously consider it

dense yacht
#

Thanks for the help @marble vigil , decal projector is the one that I'm looking for blushie , it's been 4 years since my last unity project, and I'm not updated 👺

#

Now just playing with post-process UnityChanCheer

#

I can now sleep in peace @marble vigil arigathanks

marble vigil
rich oar
#

Hi all, a question, is it possible for a render feature to draw "at" a specific sorting layer?

thorny horizon
rich oar
# thorny horizon if you are talking about the 2D sorting layers than no

Thanks for the answer, I figured that out and now searching for some way to render meshes under some sprites and above others, or in other words in a certain sorting layer, what is the best way to go about doing that?
It does not seem like that DrawMesh method has a way to specify a layer

thorny horizon
#

but im not sure because i have not played around in 2D for a while

slim root
#

In unity 2021.1, frame debugger doesn't show me any information? Used to though.. what could be wrong?

sinful gorge
slim root
marble vigil
slim root
sinful gorge
#

Vr doesn't support forward+ and 2022.2 has poor standalone VR performance.
I suggest LTS for anything VT related

slim root
#

yep, that's why I said non vr into forward+

#

and sure, however, I'm not going to start handling custom unity versions in our build pipelines because .2 has poor standalone performance ( but out of curiousity, how bad it is??). I'll just push everything up to a better more stable version when it comes.

sinful gorge
plush fulcrum
#

Hi, I'm unsure which channel to post this in but I have a little issue with pink materials. Normally, I will convert materials from download assets to URP and it will work fine. However, I am using an asset pack and some materials convert as normal and some will stay pink. Has anyone had this before and could maybe point me in the right direction to fix it? Thanks.

#

A material like this converts fine, Im sure its to do with the shader but when i change it to standard and convert it the colour goes very weird

marble vigil
sinful gorge
cold ingot
#

Isnt 65 fps still shit then

#

Dont you typically want at least 80 so motion sickness doesnt shred

sinful gorge
#

72 is standard on standalone VR, 90 is a good target but impossible for complex scenes

#

So yes 65 is shit, but the exact same scene is 40fps in 2022.2

cold ingot
#

Yeah

sinful gorge
#

That the start is lower than recommended doesnt matter much when its a comparative test

#

I did the testing for a bug report, so hopefully it will be confirmed and looked into

cold ingot
#

40 fps isnt a bug its a feature

sinful gorge
#

New cinematic view for VR xD

cold ingot
#

True

tepid salmon
#

how do I convert my materials to URP materials?

#

Render Pipeline Converter doesn't work for me

#

it just spits out "failed" next to each material

#

I only need to convert the built in materials

simple crypt
#

How can I fix this issue? The lighting is super bright after a bake
Only light I have is directional and it's supposed to be dark with shadows since this is inside with only a bit of light leaking in

static heron
simple crypt
slim root
sinful gorge
#

Yepp

#

If you see any big performance regressions definitely make a bug report

slim root
#

that's with the default urp shaders yeah? ( ours are all custom, lots of things we don't need)

#

Anyway, I'll run some tests 🙂

sinful gorge
#

I tested with urp Lit and terrain shaders yeah

static heron
simple crypt
balmy silo
#

Is there any way to bake or do anything with emissions and post processing so I can still get the neon effect when not looking directly at the object?

I want to make like light bars but the only way I found was with Post processing and emission which don't work when the material is not being looked at directly

slim root
slim root
balmy silo
#

well that was the goal, no idea how

slim root
#

In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.

Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX

Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR

Download the Spaces...

▶ Play video
balmy silo
#

But what I think is the problem is that Post processing is applied after the scene is loaded, so it wouldn't fix my issue anyways

#

since the way I'm actually making it neon is bloom

slim root
#

Lightmapping will allow you to bake the GI emission into your scene as a separate texture map that gets blended in with your regular textures. It is exactly what you're looking for to fake the bounces that a light would emit at runtime. ( at least, in a very light way compared to runtime lightmapping)

balmy silo
#

does emission cause GI?

slim root
#

the post processing will just add the bloom on top

slim root
#

yes. Any light source causes global illumination. ( basically, light photons bouncing around, usually controlled by a bounce parameter since you don't want it to go infinite or too high)

simple crypt
balmy silo
slim root
#

your albedo boost and intensity are WAY too high.

balmy silo
#

its just a lit material with emission turned on

slim root
simple crypt
balmy silo
#

this is what it looks like without PP btw

slim root
#

not reflection probe. You need to bake a lightmap.

#

Again, take a look at the doc and video, or search for yourself on youtube, there are plenty of great lightmapping tutorials. Just follow them and you will get exactly what you want.

balmy silo
#

Alright, now I just have some mesh overlapping issues that I wasn't having before, could this be the "Max light sources to affect an object" problem? I've had that before but dont remember quite how it worked

nimble mirage
#

Does Line Renderer color alpha not work in URP?

#

Seems like the material level alpha works with Transparent mode, but the LineRenderer does not register any changes to the alpha keys in the gradient

spring depot
#

what are possible reasons why particles wont render in front of a plane in URP?

#

the particles show if I turn the plane off, but not otherwise. They are Z in front of the plane, between the plane and camera

#

the particles are URP\Particles\Simple-Lit shader material

#

the background is a urp lit shadergraph

#

I dont want to force them to render at all times, the geometry should occlude them like how geometry normally does

#

but currently they wont render at all

#

is there a setting wrong in here?

#

hm, messing with near and far value of soft made them show up

#

but it behaves completely differently to how it works in the scene view and I dont understand why

#

ah

#

the camera was set to orthographic and not perspective

#

do depth textures not exist in orthographic?

#

I kinda prefered how ortho looked for this

desert vault
#

does anyone know why my render texture seemed to randomly stop working?

#

it was working fine before and im not sure what i changed to make it only render a white color

#

this is my class if it helps

marble vigil
soft lion
simple crypt
#

Does anyone know how I can sort out this light bleed efficiently? I've been playing around with the settings but wanted to know if there is anything efficient

marble vigil
simple crypt
marble vigil
simple crypt
#

Thanks for the suggestion

marble vigil
simple crypt
#

Thank you for this! I will have a look when I get back 😁

daring cove
#

Hello guys, I'm trying to render a "character preview" into a render texture with a transparent background.

#

I tried to set solid color with an alpha of 0 for the camera, but I still see a black plane behind my character. I tried to uncheck "Post-processing" in my renderer settings, and it seems to work, but I don't think its a good solution? I want post-processing later in the game...

simple crypt
rigid hinge
#

Hey all! I have been having a bit of trouble with URP/shaders. I figured out what my issue is after posting in #archived-lighting , but can't really figure out a solution on google. I have a tree asset from the asset store, and I have it urp/nature/seedtree8, this is the only shader that will correctly display the material. However, it does not correctly display shadows, as you can see in my recent post in #archived-lighting . Any help appreciated!

rigid hinge
#

update: it appears I fixed it.... I'm not exactly sure how but it may have been upgrading materials to URP in that broad menu

sharp ingot
#

well can someone answer how to change the settings for a custom settings menu of an urp asset? I mean some things work via script like the shadow distance but others like shadow resolution seem to be not available via script

So my core question is if someone could answer this question from the forum which is basically the same:
https://forum.unity.com/threads/how-do-i-change-custom-urp-settings-via-script.1206034/

ivory shore
#

So, the camera in my project isent rendering anything but the skybox. Any ideas?

#

The one that came by default on the empty new project didn't work, and so didn't the one I created later after deleting the default one

#

I'm using urp but i did click a button in the hub that said "upgrade"

simple crypt
#

What solutions do I have to make sure the reflections are accurate? I have to use URP since that's the only pipeline that is supported by webgl

simple crypt
#

Nevermind, I have solved my problem. I never knew I could have Screen Space Reflections in URP

south horizon
#

Hello. I've encountered a problem with camera overlays. I have one Main Camera for the game and one Overlay Camera for the UI. Despite the Overlay Camera being.. well, an overlay, Raycasts give precedence to the Main Camera. So, a Raycast from the Main Camera overwrites a Raycast from the Overlay Camera. Is there a way to fix this?

surreal tangle
#

Hey all, I've got a problem with my back face culling or whatever you call it, I think it's an issue with the texture having transparent parts. I want it to render the front, but not show the back face. I just can't seem to find a good tutorial for this. Any help would be greatly appreciated!

iron compass
surreal tangle
#

wait oh

#

sorry I just needed to read it again

winged notch
#

just need a sanity check: recently learned that for URP, I'm not supposed to use MaterialPropertyBlock so as not to break SRP Batching. this means I use Renderer.material/materials, and then call explicitly Destroy on them when the Renderer is destroyed, right? @_@

marble vigil
marble vigil
simple crypt
shell sluice
#

How to fix name space error?

copper pilot
#

Better than URP, in fact.

slim root
#

Lights in edit mode let me switch the shadow bias to custom. However, at runtime lights shadow bias sets itself to UseRenderPipelineSetting and I would like to be able to override it on certain lights. However, I can't find a way to do it?

dry willow
slim root
#

Thanks!

glacial pike
#

is there a simple way to make a duplicate of my shader graph that always appears on top of the other one if they're overlapping? for a simple fake decal quad (i don't want to use the decal system)

soft lion
dry willow
austere bough
placid laurel
#

what 3D materials are transparency compatible

rough galleon
#

I have this effect rendering on a different camera, but it looks like URP post processing isn't applied even though I have it checked on both cameras

#

PP is only applied on the base camera

#

actually, somewhere down the line I check some setting that completely broke bloom

#

actually it seems to be working in play mode, but PP is still not working on the second camera

#

found the solution after clicking random things...
I had to set the this "mask" option to "everything"

cold gyro
#

For a low poly game with solid colors (no texture), is using "palette texturing" (having a single texture with all the colors present in the game, and then change the UV of the model to get the correct color) more efficient than having multiple URP standard materials with a different color (maybe with GPU instancing)?

marble vigil
#

Though it probably won't be expensive either way
Although every new material slot is rendered as another mesh, SRP batching (not GPU instancing) makes it really cheap to have meshes with different materials as long as the materials are similar (in terms of features they use)

torpid bison
#

I installed the URP package but it gave out a namespace error what can i do to fix it

red tartan
#

Make a fresh URP project?

proven hornet
#

Hi! I'm using URP in my project and trying to optimize my graphics. I downloaded the official SRP Batcher profiler to see how the batching effects the perfromance, the stats looks the standard path works with more calls. How can I optimize my shaders/meshes to get more out of SRP Batcher? Also the SRP Batcher path takes 0.00ms according to the profiler, is that ok?

sinful gorge
sinful gorge
torpid bison
sinful gorge
torpid bison
#

Yes

marble vigil
# torpid bison Yes

Your package/editor/hub installs may be incomplete, for example due to firewall or restricted file system access

rich oar
#

Hi, I just upgraded to the latest beta 2023 from 2022 and I'm having some issues.
I have a script that renderes a sprite to a renderTexture with Graphics.drawMesh, for some reason it seems to have stopped working, I dont get any errors or warrnings but the sprite does not show in the texture

#

Were there any changes made to that api?

sinful gorge
#

I suggest making a bug report @rich oar
Beta breaks things, and not much help can be offered to fix it (best bet is the forums)

rich oar
#

I've also posted in the forums ya

prisma quiver
#

Is there a material or shader that textures objects based on their world position like in Source Hammer? I very recently got URP and have very little idea how the shaders work tbh

cyan talon
#

You can make a triplanar shader for your material in shadergraph

prisma quiver
cyan talon
#

You need to sample the normal map using the triplanar node too

prisma quiver
#

Ahh

#

Uh, where do I link the nodes? I thought the triplanar's Out would go to the normal's Texture input but it doesn't let me

#

Oh wait, I just found the normal mode

copper pilot
cold gyro
copper pilot
#

But any vertex color supporting shader is fine.

cold gyro
#

Ok.. maybe I shuold make a custom material (it probably would be even faster because lighting and vertex color are the only things that I need in my material, no base map, normal map..)

copper pilot
#

Right.

#

Avoiding textures entirely is the main benefit there, especially memory wise.

marble vigil
marble vigil
rigid roost
#

Okay, I've traced a segmentation fault to URP. Any ideas how to solve this?

Received signal SIGSEGV
Obtained 67 stack frames
0x00007ff75e24c052 (Unity) PrepareDrawShadowsCommandStep1
0x00007ff75e2433f7 (Unity) ScriptableRenderContext::ExecuteScriptableRenderLoop
0x00007ff75d79cd89 (Unity) ScriptableRenderContext_CUSTOM_Submit_Internal_Injected
0x000001cdc7ff5e91 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal_Injected (UnityEngine.Rendering.ScriptableRenderContext&)
0x000001cdc7ff5d33 (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Submit_Internal ()
0x000001cdc7ff5c23 (Mono JIT Code) UnityEngine.Rendering.ScriptableRenderContext:Submit ()
0x000001cc2c74abc3 (Mono JIT Code) UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera 
cold gyro
copper pilot
#

Should be easy to look up though

cold gyro
#

Not finding anything.. (ok I've solved in another way)

cold gyro
#

Why are custom shaders made with shader graph more brighter than URP/Lit?

marble vigil
cold gyro
#

The log on the left is URP/Lit, right one is the one with my shader

#

This is my shader

cold gyro
#

The vertex color of the right log is the same color as the base map of the URP/Lit one

marble vigil
cold gyro
marble vigil
#

@cold gyro I recall something that inspector color field may be mixing gamma and linear color space for the colors it takes vs what it outputs, so that's the most likely explanation
If you want to accurately troubleshoot the problem you shouldn't be using vertex color in your graph, but a similar color field

#

If it's a texture instead of a color from the picker, the tone may as well be affected by color space and also texture compression and potentially color bleed due to UV mapping

cold gyro
marble vigil
cold gyro
#

But I don't know where I should put the conversion.. because what I am doing now is picking all imported 3d models (which come with a material with a color) and replace them with my vertex color material.. And the color of my vertex shader is the same as the 3d model's one, maybe I should put there the conversion?

cold gyro
#

Because it seems like I first need to remove the gamma correction (which now I am already doing), then let the lighting do its calculation, and then add the gamma correction.. But I don't know how to add gamma correction after the lighting calculation in shader graph

marble vigil
#

Anyway, why are you optimizing now

#

Vertex colors are likely only marginally better than palette textures, if at all, considering how efficient texture sampling is and how small palette textures need to be

#

SRP Batching makes separate materials on a lot of submeshes mostly a non-issue too, something that most guides tell you to avoid since it produces a lot of drawcalls without SRP Batching

#

Before you commit to an optimization technique, identify a performance problem that optimization is a solution to
Then profile the different alternatives in a test scenario to figure out what produces the best results in your use case

cold gyro
marble vigil
#

Do this only when your project is far enough that you don't risk wasting time optimizing assets that don't get used, or optimizing for a use case that's no longer applicable in the future

marble vigil
cold gyro
#

I know that I should profile in build.. but yeah

#

But ok, I'll continue using the lit shader for now

limber peak
#

A unity light projector might work for that, and then feed it the video from the render texture

#

You should be able to drag the render texture into the image basemap input of the decal for URP too

rich drift
#

what are these lines/artifacts and how can I decrease them?

marble vigil
rich drift
#

they are their default values

#

only value I changed is shadow distance

marble vigil
rich drift
#

From 250 to 300

marble vigil
# rich drift From 250 to 300

I don't know what scale your world is meant to be viewed at, but with such a big value shadows are likely to glitch out up close

rich drift
#

Hmm

marble vigil
#

If you're making an RTS, a flight simulator or a similar game where they aren't viewed up close that might not be a problem

#

Otherwise you'll need to utilize shadow cascades efficiently

gleaming perch
#

I'm having an issue where it seems like my materials are getting very desaturated in scene, but look fine in the shader graph preview. Especially when the light intensity hits 0, then they're just solid gray.

#

first image is in the shader graph preview, second is in scene

#

I've tried looking for anything mentioning this online but can't seem to find anything

charred brook
copper raft
#

is the minimap black and white because of lighting?

copper raft
#

what can be the reason that when i build the game in somephones the minimap is visible whereas in somephones its just a black circle?

marble vigil
#

Choose for what purpose?

marble vigil
#

The "installing/configuring" link in pinned messages leads you to the most relevant page of the URP docs

#

URP assets store settings and a reference to an URP renderer
Renderer features are for inserting extra code to the rendering pipeline

timid sand
#

Hey, what's up everyone? Can someone who understands 3D and rendering help me? I made this mesh but the lighting on it looks really strange, like the shadows are being calculated incorrectly. Where there should be light, there's shadow, and where there should be shadow, there's light.

Note 1: This mesh was generated via code, so I think it might be an issue with the normals, but I'm not sure what to do to fix it.

Note 2: I'm only using the Lit material without any textures in this image.

sinful gorge
#

You can try to just call CalculateNormals and see if that works? If not, you might have to manually calculate them @timid sand

smoky wind
#

is it possible to use lightlayers on cameras with urp?

timid sand
clear totem
#

guys
i just upgraded to urp
lights are pretty weird
the scene is too dark
and the lights shows only when im sooo near to them
how can i fix tat

marble vigil
#

When in doubt you can always create a project from the URP template scene to get pre-configured settings

clear totem
#

before in builtin was completely right

cold ingot
#

Im attempting to switch to Deferred rendering, but when i set it to that, my trees stop rendering, the asset store trees im using use their own shaders so that could be the issue, is there any way to make them compatible with both rendering paths if I hit some hard wall with deferred rendering that i didnt realize

#

and more important

#

how do i make it support deffered rendering in the first place

cold ingot
#

UHHH so i found this rendering debug menu

#

the Ctrl Shift Backspace one

#

and if i set any of these settings on

#

my trees start rendering again

#

any ideas?

cold ingot
#

rn deffered and forward perform about the same but im going to add a lot more lights to my scene

#

so making lights cheaper would be helpful

polar light
hushed sluice
#

is it normal that my ceiling doesn't make light? that the light is not visible?

vocal fox
#

Hi,
does anybody know if you can access vertex weights and indices within URP shadergraph shaders?

#

ah, no worries, looks like you can access them using a custom function and

float4 boneWeight : BLENDWEIGHTS;```
shell scroll
#

Hey, trying to access motion vectors in URP, but having no luck

#

Do I have to do something special to get them running?

vocal fox
# vocal fox Hi, does anybody know if you can access vertex weights and indices within URP s...

Ah, no, that was naive and doesn't work. Not sure what hoops I have to jump through to get shadergraph to do something simple like this but I'm not the only one requesting this
https://forum.unity.com/threads/bone-indices-and-weights-node.972096/
Tried the technique/hack listed there but if gives me an error 'syntax error: unexpected token 'out'', the line number for which is useless.

vocal fox
shell scroll
#

I actually managed to get something that looks remarkably like motion vectors in the end 😮

#

I'm still not out of the woods yet, but ... at least I'm getting somewhere

vocal fox
#

So many hoops to jump through though with shadergraph

cold ingot
ivory shore
#

So, i can't see anything from the camera, I didn't get a solution before but it seems like my URP is broken, how do I solve it?

#

Nothing that has a URP material on it renders through the camera

#

Although, they do render on the editor

#

UI do render on both

sinful gorge
#

Can you send a screenshot? @ivory shore

ivory shore
#

The conversation I had previously somewhat starts on that msg

sinful gorge
#

Do you use layers? @ivory shore

#

Maybe one is culled

stone panther
#

is it possible to use ssr with urp?

peak pike
#

Are there any known issues with geometry shaders on Linux? I get "Internal error communicating with the shader compiler process" on URP 12.1.10 with both OpenGL and Vulkan rendering.

hard fable
#

Anybody knows how can I use fog linear on my custom URP shader? I tried multiple ways and looked up eberywhere but couldn't figure it out

soft lion
stone panther
white owl
#

Anyone knows why my screen goes completely gray in editor on macos in URP?

white owl
copper pilot
white owl
#

I get similar glitches while trying to enable post processing or lowering the render resolution

#

this is M1 gpu so i assume everything should work

#

once i enabled postprocessing on the camera

chilly token
#

Hi all, does anyone know which template to use for URP on mobile? Really baffled by the lack of template? Is it just the URP template?

ivory shore
iron compass
iron compass
shell scroll
#

Hey, got a very silly problem setting textures using CommandBuffer for a post-processing effect

#

I got a temporary render texture I want to sample in a shader. I know the data in the render texture is good, because if I blit it to source, it looks exactly as expected.

#

But if I use CommandBuffer.SetGlobalTexture to set it, I just get white.

#

What am I missing? Do I need to do anything special to that render texture?

grizzled trellis
#

how can I make it that when I am behind any wall I won't see whats inside the rooms but if lets say I am around any of the up corners I would see the lightning that comes out of the room

shell scroll
#

Ok so

#

How in the world am I supposed to change values on Volume components at runtime?

#

I set the values, and then they disappear again

#

Documentation is mysteriously silent about this

shell scroll
#

Great, figured that out

neon verge
#

Hi,
Is it possible to enable ES 3.1 Preview in Unity ?
Thanks

cold gyro
#

If I have a large cube (like 200x3x3) is it more performant to have more smaller triangles or just 2 really big triangles for each face?

stone panther
#

how do I change the resolution of the baked shadows

#

the baked shadows looks so low resolution

marble vigil
#

Baked lightmapping is fundamentally inefficient at storing sharp direct shadows

#

An alternative would be to use mixed lights so direct light and shadow are rendered in realtime, and bounce lighting will be baked

stone panther
#

Thank you

cold ingot
#

How do I avoid really banded shadows like this? Also they are quiteeee blocky, so that would be nice to avoid as well

#

actually if i change shadow max distance it starts to look really nice EXCEPT that there is really painful fade just a little bit away, is there some kind of LOD for shadows so i can keep all my shadow budget for closer shadows but still render shadows far away? it would also be nice if i could just increase shadow atlas resolution

verbal light
#

Is there a way I can control how often a specific camera or render texture updates?

modest horizon
#

I think you can disable the camera and manually call camera.render();

marble vigil
cold ingot
marble vigil
cold ingot
#

I turned baked GI off

#

For now at leasf

#

I might have to leave it on realtime since im using a day night cycle and idk if you even can bake that

marble vigil
#

Banding happens when there isn't enough color data to display
That can happen because of global color space or lack of HDR, or it can happen per texture, such as in the case of lightmaps

cold ingot
#

How is that confirmed
I mean, when I change my URP settings for shadows it updates very obviously

#

Turning down shadow atlas res makes it looks worse
And turning down shadow max distance makes the shadows really sharp

marble vigil
cold ingot
#

But then it looks ugly because the shadows fade so fast

cold ingot
#

There is npthing therd

#

There*

marble vigil
#

I would look into color space and HDR post processing if you mean the color banding
Though I may misunderstand and you mean the banding between shadow resolution levels by distance, aka shadow cascades

cold ingot
#

It was just really low res shadows ig

#

And changing how I allocated my shadow budget fixed it

hard fable
#

I have an issue with the decal shadow projector, instead of using the color of the texture I used it's using the linear fog instead

frank prawn
#

Is there a way to get shadow clipping plane to be a bit longer? My shadows for my buildings during sunset and sunrise have look awful at a distance. I can see the shadows closer to myself, but the closer the shadow is to the the bottom of the building, the more it fades.

#

Its super noticeable with the tree

#

I feel dumb, the solution was to edit the max distance in the URP Asset and not the near clip plane under my sun.

dreamy surge
#

I usually create an entire spritesheet for each level of my 2d game for better performance with batching, though I have read that URP batches everything even if not on the same sprite sheet? is this true? can I now separate my sprite sheet to different images and still have the same performance?

copper pilot
#

Sprite batching is a thing, but it is separate from urp drawcall batching

marble vigil
copper pilot
#

You can do both or either

dreamy surge
#

thank you

granite galleon
#

hi, in my 2D URP project, how can I make the 2D global light also change the intensity of the camera? for example, if the intensity of the global light goes down, the camera will become darker and darker

solar coral
indigo ruin
#

anyone know why when I export my game to mobile i dont see any 2d meshes? ui canvas is there. I'm on urp. I have same project on builtin renderer and it exports fine to mobile

grave rune
#

why can't i see my flare, and yes I do have a flare layer in my camera

west fern
#

hey im messing around with a new asset i purchased but to make it work I need to mess with the rederer list and Im not to familiar with what that means, any help?

balmy silo
#

Hello! I tried to download the toon shader for URP but it spit out these errors, any ideas?

keen anchor
#

Is it possible to change the shape of a ShadowCaster2D with code?

fierce crown
#

Is it possible to make decal projector not affected by the normal maps? If so, how? Like I want to have small bullet holes and stuff but they get pretty messed up by my normal maps.

nova bear
#

Have been pulling my hair out trying to get a simple URP project to look right, when setting ambient lighting to black randomly, I noticed that the shading on a default capsule was pixelated, and that disabling shadow settings and or generating lighting didn't do anything

#

Any Ideas? I don't even know where to start here, or what to even google.

iron compass
marble vigil
cerulean viper
#

How can i make custom renderer features work in vr. Because of the whole thing with the game being rendered twice it kinda doesnt really work like usually and i cant find anything about it online

nova bear
dry willow
cerulean viper
#

thank you so much, im going to try that

cerulean viper
dry willow
# cerulean viper i dont really undertsnad how the draw mesh funktion works does the mesh need the...

Again, it depends what you need your renderer feature to do. You may need to explain what it does or share the code.

But I gave some examples for replacing cmd.Blit since I know that doesn't work in VR (at least with single pass instanced). If your feature is using that, you could instead render a fullscreen quad using that DrawMesh function, with RenderingUtils.fullscreenMesh as the mesh, and matrix as Matrix4x4.identity. But that also assumes you set a render target and override the view projection matrices. Can view my BlitRenderFeature code I linked as an example.

If you're in 2022+ that should still work afaik, though the Blitter class is meant to be used.

marble vigil
cerulean viper
#

here is my code

#

i fixed it by changicg when the effect is rendered

scenic burrow
#

have you done a dev build and see if any error messages are output to the console?

cloud sparrow
#

hi, ive been making a game in URP and i'm having an issue ive never had before. When I want to work on the project on my laptop and pull my changes from my desktop using github, URP just completely falls apart. All the URP assets are all missing scripts, all my materials are missing texture, even though URP is still installed through the package manager. When trying to reinstall URP, it just makes things worse and all the URP scripts say they cant reference various built in unity packages.

cold ingot
#

you probably have something wrong in your github

tepid citrus
#

Opaque particles seem to write incorrect motion vectors, even if "Motion Vectors" is set to "Force No Motion". Googling didn't really help. Has anybody faced that issue?

stoic sky
half kiln
#

Hello, I'm getting this error: Library\PackageCache\com.unity.render-pipelines.core@12.1.8\Runtime\RenderGraph\RenderGraphBuilder.cs(39,69): error CS0246: The type or namespace name 'DepthAccess' could not be found (are you missing a using directive or an assembly reference?)

I tried reinstalling the URP package, tried new project, reimport, I updated the URP package, nothing work

I'm using 2021.3.14f1 editor, and URP Version 12.1.8

stoic sky
chrome epoch
#

when reading about renderer features, the docs say:

URP draws objects in the DrawOpaqueObjects and DrawTransparentObjects passes
where can I find more information about the draw passes URP uses? seems to be absolutely no information anywhere about this

iron compass
indigo sage
#

Hi Peeps, I am using Unity 2021.3.8 URP, to Upload to Spatial.io and have a question in regards to materials. I have multiple models with wooden decks with boards of multiple lengths that I need to use the same wood texture. This equates to hundreds of boards of various lengths. Do I need to create multiple materials for each length, for it to tile correctly, or is there some way to do this with one material? Notice how the longer board stretches the material.

warped skiff
#

Youd have to make a shader that multiplies texture by position or something like that

#

I forgot the exact way to go about it but its called a triplanar so the texture is always uniform

nova wind
#

is there a shader graph version of the lit urp shader floating around?

soft lion
sinful gorge
#

There is lit output in shader graph? Then you can simply sample the textures you need

calm moat
#

game's colors changing in some devices after build. Don't know what causing it. Any solution ?

iron compass
calm moat
#

yeah! but feature is too randomize. when change graphic settings, feature updates, and after relaunching game, the old black and white theme becomes feature.

nova wind
sinful gorge
#

You can open the lit shader and see exactly what they use in their frag pass I guess

#

Then just reproduce

peak pike
#

Hi. I'm trying to make a Camera Fade effect with a custom Blit Scriptable Renderer Feature in 2021.3 and can't figure out why a material doesn't change at runtime.

I assigned a material to the feature, and the same material is assigned to a script that changes a float value with a coroutine. The unlit shader itself takes RGB from _MainTexture (as per Blit Scriptable Renderer Feature description) and uses the float value as alpha. But for some reason transparency changes only when I change the float value manually in the Inspector.

Yet Frame Debugger confirms that the renderer feature do have a correct float value in the material at the time of rendering. Should I refresh something at runtime once a shader value is changed?

barren dragon
#

Does anyone know if its possible to use normal maps on a tilemap when using the tilemap in a 3D project?

barren dragon
#

Honesty im not even sure where to find documentation. Since searching for using normal maps on tilemaps only provides info on 2D projects

marble vigil
barren dragon
#

It does but it give broken results, I assume because the UV's that the tilemap uses are different to the UV's I have for the sprite

marble vigil
# barren dragon

Right, the normal map can't have the same slicing information as the tilemap

barren dragon
marble vigil
#

But I'm not totally sure

barren dragon
#

Hmm ok not the end of the world for now. Was just hoping it was an easy setup. Thanks for trying!

warped skiff
#

The 2d extras package had a tilemap shader that worked with normals

#

Its for built in tho

warped skiff
#

example of it working

#

another reason not to use urp lol

marble vigil
warped skiff
#

Weird

marble vigil
#

This is the kind of error one would expect when trying to do this in URP by having the normal map of type sprite instead of normal
I would've presumed the shader converts the sRGB sprite texture to a normal map, but in my end that's not happening

river wolf
#

How would I make a shader that writes the maximum possible value to the z buffer?

rich drift
#

is it possible to implement portals using render textures in URP

#

I've been trying to for the past 3 hours or so

#

followed every tutorial out there, but it is broken

#

what I've done is:

  1. set up a script that transforms a camera relative to some "portal" which in this case a plane
  2. each camera has a render texture, connected to a material that only renders according to the screen position UVs
  3. each portal shows the other's render texture
#

this is what I get instead

#

what's so infuriating is that the player's camera has no render texture

#

where is it getting these pixels from?

river wolf
#

When stacking cameras, I can see how it's pretty easy to stop an overlay camera from clearing the z buffer, but is there anyway to also prevent it from clearing the stencil buffer?

#

Nevermind, I had something set up wrong, it doesn't clear.

river wolf
# rich drift what's so infuriating is that the player's camera has no render texture

I don't know if this will help (I've watched this video, but haven't actually tried setting it up like this myself), but I'd recommend checking out this video. https://www.youtube.com/watch?v=PkGjYig8avo

Portal is one of the most celebrated videogames ever, and its core mechanic certainly got people talking when it first released. In this video, I go over some of the core concepts you'll need for making your own portals in Unity! This project uses quite a lot of C# scripting and a couple of HLSL shaders, but I try and go over the core bits in de...

▶ Play video
rich drift
#

I'll check it out

#

hopefully it does help

polar trout
#

Hello, I am trying to get a transparent render texture in Unity 2021.3 URP. I have a second camera rendering to a render texture, but the background of the camera still shows in the render texture when I want it to be transparent.

For context, I am trying to render a Lens Flare in URP. But since I am making a 2D game, and lens flare does not render in orthographic mode, I have another camera set in perspective to render it. I previously had my camera stacked in overlay, but found it to affect the performance too much to render this static lens flare every frame. I am now trying to render it only once and overlay it as a render texture and ran into this problem. I have attached an image of the problem, the black part of the image is what I want to be transparent.

Any help regarding this would be very much appreciated

terse osprey
#

So i just installed myself the fancy URP. But now my main camera is just showing all black in my game tab. Allthough it does render in the small preview window in the Scene editor.
Anyone got any clues?

gentle flare
#

Hello Guys,
I am trying to update my matérials from built-in To Urp so i am getting that error for all materials:
There's not uppgrader to convert shader to selected render pipeline .
Actually my project is broken need help plz Thx

sleek nacelle
#

can we set material props with MBP in URP? have been tryin to do it on shadergraph shader, but no luck 😦

dry willow
# sleek nacelle can we set material props with MBP in URP? have been tryin to do it on shadergra...

Technically it should work provided you use the same references (that's a field under the property settings, can be different from property name for display purposes)

Note that for MeshRenderers : MPBs will break the SRP batcher compatibility for those renderers so can affect performance greatly if you use it on many objects. You are instead meant to use different materials in URP. Can also create materials at runtime by referencing Renderer.material. https://docs.unity3d.com/ScriptReference/Renderer-material.html

If you're intending to use gpu instancing instead, this may help : https://www.cyanilux.com/faq/#sg-gpu-instancing

knotty tiger
#

Any good volumetric fog assets for URP?

iron compass
sleek nacelle
placid laurel
#

Can anybody help me? im trying to add Decal Projector to make a flashlight but i dont understand how to configure it

knotty tiger
#

You dont need to add a Decal for the flashlight

#

Theres a "Light Cookie" propety in the Inspector of the Spot Light that you can attach an image to

placid laurel
#

hi guys i just moved to URP and have a question. How do i convert Default-Material to URP? I converted other materials but idk how to convert default ones

stone plover
placid laurel
#

its not in assets folder

#

its this

stone plover
#

These are materials auto generated by Unity. Right click one of your models, reimport. Let me know if it fixes the material

marble vigil
hasty warren
#

Hello, is this the right place to ask shadergraph related questions?

knotty tiger
#

Can I change the default URP Terrain Grass Shader somewhere?

red tartan
#

Hi, I need URP wizards to help me with something, I upgraded from 2021.3 to 2022.2, and things were messed up in the move from RenderTargetHandle to RTHandle.

I can't figure out what Unity did to RenderTargetIdentifier in RTHandle, it seems completely evaporated.

dry willow
#

If you're referring to shader graph, View Vector is a vector from the vertex/fragment position (Position node) to the camera position. View Direction is the same, but normalised.

mellow inlet
#

Hello guys, I'm doing a portal effect for a VR game. On desktop with a basic camera (and with the preview in the game view when the headset is on) it works juste fine like on this screenshot.

But in the headset, only the left eye display the portal and the left eye just display nothing.
I'm on Unity 2021.3 URP, and I don't know how get each eye render and apply the portal effect on both eyes.

Someone has an idea ?

mellow inlet
#

update, now the renderTexture is correctly diplayed on both eyes, but the camera aren't sync correctly and each eyes has a little offset on the opposite direction.

#

I'm not supposed to see the border on the right.

lapis basin
#

hi

#

I don't know whats wrong with my camera

#

in the build its just a blue screen

#

butin editor play is perfectly fine

placid laurel
#

Hello, i am building a game for android and the frames dont run smoothly. I already checked the profiler and it runs on 30 fps all the time so this isnt the Problem, it seems like the Frames lagging behind by a tiny bit. Any of you know what could be the Problem?

placid laurel
#

Its happens on many different phones 😦

stone plover
# lapis basin

Are you sure the build is set to the right scene? You may have the wrong scene added in your player settings. It may not be the scene you're in on your editor.

stone plover
errant isle
#

Can someone direct me to some ressources that explain these settings on the srp renderer asset in-depth? I have vague ideas of what the settings do and how they interact, and I can get about 90% towards achieving what I want. But there's rendering bugs that I will never be able to cleanly fix until I truly understand these settings 🥲 my google fu is failing me

fickle helm
#

How does render features Render Objects work?
im attempting to make a worldspace canvas (with all children) render after post processing, but it's not doing anything.

pictures provided is what I'm doing. all children of this canvas have the same layer.

dry willow
fickle helm
#

you're a ⭐ Cyan

dry willow
#

Nice!

dry willow
# fickle helm you're a ⭐ Cyan

Oh and you'd also want to remove the "No Post Processing Layer" from the default Transparent Layer Mask at the top of the Renderer asset, if you haven't already. Otherwise you'd be rendering the UI twice.

fickle helm
#

Ooo I see I see! Performance++ thank you once again

rocky hawk
fickle helm
#

I've just noticed this dialogue box. How do you make cameras not use render features? for example I have my first person camera, and also a minimap camera.

dry willow
marble vigil
rocky hawk
calm furnace
#

Does anyone know why Shader Graph's Position (Object based) node are keep changed in specific view? (seems incorrect)
(2021.2.5f1 / URP : 12.1.2 / 2D Renderer with perspective based sorting, perspective view)

calm furnace
#

Solved : It caused by dynamic batching

novel creek
#

Can anyone tell me how can I get Sharp Shadows? My Render Texture and all other settings are set to point filter. (Left is Game view and right is Scene view)

marble vigil
#

Perhaps you can mitigate it by using shadow cascades to guarantee that the shadow edge is drawn at a relatively high resolution to minimize the filtering between shadowmap pixels

#

It might not be possible to force shadows to use nearest-neighbor filtering without modifying URP itself

marble vigil
# novel creek is it this?

Yes, cascades are a tool for focusing more of the shadowmap resolution closer to the camera where it's seen most clearly

novel creek
#

Ok thanks I will play around with it hopefully it will somewhat work

marble vigil
frank prawn
#

If I had a material with, lets say a grass texture, but I wanted to apply a dirt or mulch texture on top of it, maybe for like the ground underneath bushes and things, what would be the best way to do it?

#

Or another example, like crosswalks on a road.

frank prawn
warped skiff
#

hm maybe

frank prawn
#

Did some more digging and found something called polybrush that might be a better solution perhaps

cosmic marsh
#

Hey guys, been fighting Unity 2D URP sprite batching. Got the UI nice and batched, but my NPCs which all share the same sprites/animations are not batching due to "Having different materials". I've set them all to use Sprites-Default and still no luck. Doing extensive reading, I'd thought perhaps it was my Shadergraph with defined tint and color properties causing the issue. But that doesn't seem to be the case. Any ideas?

chrome epoch
#

unless you're saying the sprites are saying they're using different materials when they actually aren't?

copper pilot
cosmic marsh
#

I've set them all to use Sprites-Default. That is the same material.

tender wasp
#

@cold ingot

cold ingot
#

turn on HDR

cosmic marsh
#

After much testing it appears that any sprite touched/affected by a point light is ineligible for batching but the error message is incorrect as to why.

cold ingot
#

and add tonemapper to your global volume

tender wasp
cold ingot
tender wasp
#

My screenshot software makes it look 10x dartker

#

let me try something else

cold ingot
#

yeah at some point it becomes a limitation of monitors

#

but

#

i think it can be fixed?

#

like a touch more

#

try adding the ACES tonemapper to your volume

tender wasp
#

Now it is completely dark in the room

cold ingot
#

ok ig turn it off

#

thats weird tho

tender wasp
#

Thanks for the help, i'll take a look on google, now that i know what its called

celest pelican
#

I'm using the camera stacking feature for 3D skyboxes

#

but I'm also using cinemachine

#

a free look camera to be exact

#

and when I move my camera with a mouse, the 3D skybox objects move as well

#

any known fixes?

#

Also I noticed it's not just a cinemachine issue

#

every moveable camera seems to influence those objects

#

or at least a third person one

marble vigil
#

All the cameras in the stack must move in the same way

#

Either by using the same input, or by copying the motion and rotation precisely from the main camera

celest pelican
#

Okay, I'll try that

wicked nacelle
#

what are those lines

#

This only happens in the game camera

#

Not the scene

celest pelican
#

Because the overlay camera is actually moving with the normal game camera

#

But it does that in a sort of weird way

#

I'll prepare a video

#

I have no idea what to do about it (ignore the weird particle issues)

#

As you can see the rotation changes

#

but is it the fact it's not entirely accurate to the normal view camera?

#

I just checked

#

the rotation values are the same on both cameras

#

A first person free look camera seems to work just fine though

marble vigil
# celest pelican

If you're copying transforms, you'll need to make sure it won't lag behind
Using LateUpdate could do it, though since cinemachine also uses it there still could be a script execution order issue
You're changing the main camera fov but not the skybox camera fov

celest pelican
#

I'm not copying transforms

#

I'm using the script that came with URP Samples

#

and it does that on it's own

marble vigil
celest pelican
#

I'll check

#

See if it uses lateupdate too

marble vigil
#

You'll probably want the skybox camera get its transforms from the virtual camera rather than real main camera, because real main camera will also be moved in LateUpdate by the cinemachine's vcam

marble vigil
celest pelican
#

This is the script

#

I'll change it to lateupdate, and if that doesn't work I'll change the camera object to be the vcam

#

But there's one issue with that idea

#

The vcam object itself doesn't rotate

#

So that won't work, unless you meant duplicating the vcam for the skybox

#

It behaves slightly different now

#

But still has that weird moving effect

#

And I don't think it's just because of cinemachine

#

because I tried it with a different third person camera controller

#

and it does the same thing

#

what else can I do to solve this?

marble vigil
celest pelican
#

I see

#

But what could it do then just rotating a camera around a pivot?

#

Maybe I gotta sync the skybox with the player somehow

marble vigil
#

Depends how and when "rotating" happens

#

Did you try script execution order to make your skybox camera script run after cinemachine / the character controller

celest pelican
#

Nope

#

How could I set that up?

marble vigil
celest pelican
#

Okay I'll check that

celest pelican
#

That didn't do anything

#

I also changed the cinemachine brain update method

#

still nothing

#

Oh though I did try another orbital camera controller script

#

and that worked

mellow inlet
#

Hi, is there a solution to exclude meshes from SSAO in URP 12.1.17 ?

I'm having weird behaviour when my hands (main character) comes near another mesh. I can see the SSAO cage and it's really bad looking.

I've tried to use overlay cameras to render my hands without post-processing. It worked but in exchange the hands are always render on top off everything and it's not a solution in a VR game.

Someone have an idea ?

iron compass
hollow plinth
#

Hi i'm getting this trying to build:

#

This is with all of the latest packages including URP / Entities Graphics / etc on Unity 2022.2.12

mellow inlet
#

Hi, how do you setup a stereo rendering camera in URP 12.1.17 ?

I have setup the render mode to "Single Pass Instanced" in both OpenXR and Oculus.
Create a camera, have a headset setup, but when I debug.log if "Camera.main.StereoEnabled", it appears false (like the stereo isn't setup.

dreamy gyro
#

Hey everyone! I just switched to URP and for some reason the shadows on my model is extremely pixelated and has holes in it, How do I fix this?

iron compass
dreamy gyro
#

Alrighty thanks!

iron compass
dreamy gyro
iron compass
#

add more cascades too

dreamy gyro
#

Ahh yeah cascades did it

dreamy gyro
#

I'll have to do some more research

#

I'm not the very artistic but I'm a solo dev, so I'm trying to find an art style I can do aha. Even experimenting with ai textures and such 🙂 lots to try

marble vigil
dreamy gyro
#

Definitely something I've also been looking into

#

I was also looking into coronoid textures

#

Voronoi

#

I might also look I to a similar art style as RuneScape 2009 hd

#

This kinda textured yet not, look.

#

With a bit more cleaning probably aha

iron compass
dreamy gyro
#

Haven't got around to shadergraph yet. Will look at toon shaders when I get home from work. Not looking forward to making the many hundreds of needed models ahahhaa.

iron compass
# dreamy gyro I think that's very subjective to call it "ugly" I think a mixture of this and t...

Absolutely, that’s why it works for sentimental reasons or ironically. But if you look at it from the perspective of what one would do absent the tech limitations that gave birth to it, you’d have a plethora of artistic choices that would be more expressive. So in my humble view, if this style isn’t the best way to solve a problem for the artist, it’s not a style, it’s appropriation (which is fine too, no feelings are being hurt by it)

late monolith
#

I have a small question about the metallic/smoothness in a URP lit shader
so i assume the smoothness comes from the alpha in either the color map or the metallic map based on the source settings?
Does the slider just like make the value smaller like 1 = the value like it's given in the map and 0 is no smoothness

dry willow
late monolith
frail tartan
#

what is UniversalRenderPipeline.RenderSingleCamera in frame debugger?

frail tartan
#

.............. Frame debugger cleans up all collected data on the fly and replaces it with "RenderSingleCamera"

muted oriole
#

Hello I installed URP to my game and for some reason it made everything very dark, I have tried switching to linear color space but it still looked bad is there anyway I could fix this?

#

Especially the tank, it was made in blender and looks like it just eats up all the light

muted oriole
#

nwm I fixed it after playin around with linear color space and light intensity it worked

dreamy gyro
#

Wandering if somethings just wrong with my model for some reason.. ever toon shader i use breaks the outline

marble vigil
dreamy gyro
#

I dont THINK theyre either overlapping or inverted

#

Ill have to take a look

marble vigil
dreamy gyro
#

hmm maybe

#

Honestly im wandering if there are just issues with my urp

#

testing out a water shader I found

#

and its different in the game window than in the scene viewer..

#

I tried ti in build aswell, same issue

#

Gonna make a from scratch urp scene.. See if thats the issue

spark jasper
#

are there any must watch videos or must read articles about URP / SRP been wading through the docs and finding it difficult to get deferred rendering working

#

cant get the gbuffer to come up in the frame debugger

solemn zodiac
# spark jasper are there any must watch videos or must read articles about URP / SRP been wadin...

watched this yesterday, probably most newbie friendly video about URP and SRP https://www.youtube.com/watch?v=9fa4uFm1eCE

Inspired by the release of Hi-Fi Rush by Bethesda, I wanted to see if I could get a similar vibrant and stylized aesthetic in Unity. Little did I know, it would swiftly lead me down a rabbit hole of custom rendering in Unity and, in turn, completely overhaul my entire perception of Unity's Scriptable Render Pipelines. This video is a showcase of...

▶ Play video
spark jasper
#

i saw that too, is there more stuff like this?

floral wolf
#

there is an article series by catlikecoding, which covers making an srp from scratch

#

though it’s somewhat outdated

cold ingot
solemn zodiac
cold ingot
#

i wish this was just documented lol

#

unfortunate

vocal skiff
#

i want to add "blit" render feature, to display shaders on camera, but i got split screen (two cameras), how do i display different blit material on the two cameras?

dry willow
vocal skiff
#

it shows only the asset i provide here under the camera's renderer option

storm oriole
#

oof I´m having the weirdest problem - new urp project, camera won´t render anything but the skybox

#

second time this happened and I forgot what I did last time 😅

storm oriole
#

I got it down to opaque textures only being renderer in the scene view. (Transparent textures work) 🤔
edit: opaque materials appear when Depth Priming Mode is disabled.

marble vigil
storm oriole
#

I did, the 3d one (v 2.0.6)
Unity 2022.1.0b12

scenic grove
#

how do i fix this weird lighting on my model?

icy dagger
opaque ocean
#

Hey everyone, im not sure if asking in right place. But I've got some shading or rendering problem in URP.
For some reason as you can see on the screenshot, there are 2 drawers more whiter than the others any idea why it might be ?

icy dagger
opaque ocean
#

With lights off

#

@icy dagger

  • settings
#

Gizmos on to see where are the lights and where it is comming from

#

Also now i've noticed that the bottom one is getting whither too, from right side if you look

marble vigil
#

@opaque ocean You seem to have a warning about overlapping lightmap UVs

opaque ocean
#

Some of them are, but shouldn't be that big of problem, on that big scale tho

icy dagger
# opaque ocean

What about your lighting settings? I see that you're using realtime lights 🤔

opaque ocean
#

normals of the faces are also ok, facing in correct direction

#

oh crap

#

u were right

#

Realtime global illumination caused it

#

But why is that ?

icy dagger
# opaque ocean But why is that ?

They are separate systems that need a lot of tweaking to not collide sometimes. It's best to either pick fully realtime or fully baked lighting.

opaque ocean
#

For point & click 3d adventure probably better baked one tho right ?

icy dagger
#

Yes I'd say so!

opaque ocean
#

Thank you for help! 🙂

marble vigil
icy dagger
# marble vigil I didn't know it was possible to have them on at the same time!

It's a supported workflow, but not great. Usually just leads to weirdness because of how different their use-cases and technical designs are. The problem is that Enlighten is not an in-house tool, so we don't have the power to improve or refactor it as easily as the engine's needs change. 2024 LTS is the last version that will feature it as our RTGI solution.

cursive owl
#

hi, Do we need to do anything special to our shaders in unity URP in order for them to be lit like the default shaders?

cursive owl
#

found it. they were set on custom sprite lit. I have no clue what this is suposed to be for but I switched it back to sprite lit and it works just fine now.

cold ingot
#

Very pog

blazing gull
#

It's a lot more performant than screen space GI (this is in hdrp, mind you)

cold ingot
blazing gull
#

I use mixed lights when I need shadow casting for moving objects

#

but that doesn't affect the baked GI

cold ingot
#

Also not specifically to you, is it possible to make volumetric fog in URP or at least some way of making cool looking lighting rays?

#

I wanna have good looking lighting without spending 1 billion hours on
A) configuring HDRP
B) trying to figure out why my fps is 10

marble vigil
cold ingot
#

Do you have an example of what that looks like

#

Like what does pretty good mean

iron compass
cold ingot
iron compass
cold ingot
#

What

#

What asset do you mean?

iron compass
cold ingot
#

oh you mean volumetric fog

#

arlgiht

bold timber
#

is there any way to debug mimap view in urp?

sinful gorge
rich drift
#

I'm getting these weird shadows on trails

#

any fixes?

novel schooner
#

It's my first time trying to edit any Unity source code and I've found I need to clone the graphics repository. My project uses URP 14.0.6, but on the github the most recent tagged branch is 10.10.1, am I looking in the wrong place? https://github.com/Unity-Technologies/Graphics

GitHub

Unity Graphics - Including Scriptable Render Pipeline - GitHub - Unity-Technologies/Graphics: Unity Graphics - Including Scriptable Render Pipeline

sinful gorge
#

@novel schooner
I think they use unity versions for later ones. So 2021.3 etc

novel schooner
blazing gull
#

I guess you want to pick the newest version of unit that's older than the one you're using

novel schooner
#

Good plan, using 22.2.11, so I guess 2022.2.0a9.1292 is pretty close. Just hope it's got all the correct features I've been using because I know Decal shaders didn't come into URP long before this build lol

sinful gorge
#

Check 2022.2 staging @novel schooner

Don't use alpha versions for no reason

#

Check branches instead of tags

novel schooner
#

I never even realised there were more which weren't tagged. I was just following the guide to cloning repository's on the git page and it tells you to reach by tag

rich drift
#

I honestly want to know why would you even try and edit the existing repository instead of building on top of it

#

through my experience making new passes or feature through the SRP is pretty straight forward

#

its lacking in documentation, but nothing that anyone at that level can't figure out

novel schooner
rich drift
#

well, you can make this a render feature

#

so you can specify where exactly this pass happens

#

I did that once with a custom outline renderer, it had to be done before transparent

novel schooner
#

I'll have a look into render features before I clone the repository, I'm essentially following a solution someone else shared on the forums regarding an issue I was having

rich drift
#

I say follow through with that as far as you can

#

I think playing with the URP repo it self is a huge undertaking

novel schooner
#

I've discovered this also! I wasn't even aware I couldn't directly edit source files without them reverting automatically till I tried this today lol

rich drift
#

oh

#

well that makes more sense

#

I've tried that a bunch

#

they have it this way for a reason, so any bugs you encounter are easily replicateable

#

phrases such as "AS IS" comes to mind

fierce crown
#

How do I get my TMP material to work?

novel schooner
# rich drift I did that once with a custom outline renderer, it had to be done before transpa...

You have sent me down a dark rabbit hole lol

So first I found by default (as far as I can see) you can only effect Opaque and Transparent layer within the custom render pass.
No problem I thought, instead of moving the decal layer forward, I'll move the transparent layer back. This actually worked(sort of)
The only issue (which would have been an issue anyway) is that now the decal mask is being applied on top of the opaque layer AFTER the transparent layer is drawn, so the opaque parts of the transparent textures are now also transparent in those areas.
The only solution I can think of is to find a way to create a custom render pass for the decal layer so I can perform 2 separate passes, one only for opaque then another later for only transparent. Is it possible to create passes for other layers?

#

I already tried changing rendering on light layers, but this doesn't work for transparent materials for some reason

rare fern
#

Is there a way to render object using something other than layer?

#

since drawing doesn't support multilayers

#

My use case: I need to implement custom effects, like freezing, drawing objects behind others, highlighting and many other things

#

thus if multiple layers are required

#

I am out of luck

marble vigil
rare fern
marble vigil
#

Maybe also by drawing onto overlay cameras while masking by depth buffer of the base camera somehow

#

But it kinda also sounds like there could be simpler shortcuts to doing the effects you're thinking of

#

Freezing maybe could be done with the object's shader, or with a shader override
And as always fake it if you don't have to make it

rare fern
#

either I create one big shader

#

that supports all of it

#

but degrades performance of everything dramatically

#

or I use additional render pass

#

but the limitations are painful

dry willow
rare fern
#

eh, I just don't want to do it through shader

#

it really is something that SRP should be responsible for

#

and I'm looking for a way to achieve it accordingly

iron compass
#

don't we all want URP to implement photoshop

twin forge
# rare fern Is there a way to render object using something other than layer?

I've used Renderer.renderingLayerMask
Unfortunately Render Objects feature doesn't support it (at least in 2021, not sure for modern versions)

but it's fairly easy to implement. FilterSettings https://docs.unity3d.com/ScriptReference/Rendering.FilteringSettings.html (this one you pass to ScriptableRenderContext.DrawRenderers) already contains a mask for rendering layer, it's just Render Objects feature not using it for some reason

rare fern
twin forge
rare fern
#

nice