#archived-urp
1 messages · Page 7 of 1
though I'm not sure how filter is working
you can tag multiple layers on renderer, but it depends how DrawRenderers works. like it could probably filter objects only if renderer have all layers (so basically is it all or any)
isn't that value is one that is recommended to be kept as low as possible?
really? not sure
I remember reading something about
it's just a tag afaik
some value being divided by 8
so increasing to 9
will decrease performance
until 17
and etc
well, not much of an issue I think
I'm not tied by GPU anyway
Do you happen to have a ready implementation for RenderObjects with this layer's support?
very messy one
it contains some game specific stuff (horde renderer, but it's just couple of lines)
yeah may be
I've just done this, it also supports multiple object passes
yeah, I think it's totally doable
(I also did it based on builtin one and some code I've found on github)
they read settings in OnCreate
or maybe not...
I guess, with a little help of reflection it'll do
Purpose of this PR
Users have asked to be able to use the Rendering Layer Mask in the Render Object renderer feature.
This PR exposes the rendering layer mask and which gets used when calling conte...
huh
There are bunch of downsides to it
related to lights
Ask, after I upgrade to urp render, the tree asset becomes pink like this, how to fix it, version 2021?
i try to fix this by learning from yt but i don't know how to open this creen
The shaders don't work in URP. It seems like you use an asset for vegetation. Look if they support URP.
If not, you're pretty much out of luck and should switch to a different asset or get a shader expert to change the shader
That screen is a Shader Graph shader
I'm having same issue.
Hey folks, I know this is a bit of an odd question but I couldn't seem to find a more fitting channel for it other than #archived-urp. How do I get a material to tile relative to the scale of the object it is tiling on? I have here 2 road gameObjects (which are just cubes scaled up), the closer one is exactly half the length of the farther one, hence the farther ones material looks stretched out. How do I get the material to tile relative to the scale of the gameobjects, so the materials would be equal in visible length with each road segment beside the other?
The typical way would be to use world coordinates rather than UVs.
would that require a custom shader ?
Yes.
Alternatively, you could use a script to alter the UVs or the tiling of the texture.
Though both of those options have their own drawbacks.
damn it would probably make more sense for me just to make a couple different materials for different sized road segments
thanks anyways
I'm having an issue when I build my game where all "Shader Graph / Decals" are not being built into my game, resulting in pink textures.
all of the textures for my decals are empty? theres no diffuse texure.
Anyone know how to fix this?
Put in a texture?
Also do you use the buffer or screen space decals?
And is unity updated?
For URP it probably would, since as long as you use the same shader you can still batch them.
Hello im new in pipelines. I creating 2d project for now. And i use shader graph. It works fine in built in. But i always see that Unity is more like me to go to urp. Because many features is start be more for urp. Is it good for 2d and performance? Because i want to try to use hdr colors. And maybe some light on some scenes.
I think screen space and yea 2022.2
I think was missing a renderer but also my pack was missing texture I had to remove them
Imma test my build today
You don't need URP for HDR colors
URP 2D renderer has sprite lighting, but you cannot use it together with anything 3D anymore, unlike BiRP
Can someone please help me? Im struggling alot with URP and 2D shadows, and now my sprite is black and the shadows are still not working
Anyone know why the weird green distance effect is happening? Either there's no solution online or I'm not searching it correctly. Using URP in Unity 2021.3.16f1. I already tried looking in the URP settings and the camera in the inspector.
Might be related to texture mipmap settings? Or Fog (in Lighting window)?
hmmm... no apparently it's none of those
fog is disabled, played around with the lighting a bit to see if it would change
something that does influence it is the render scale in the URP settings
Hey, so Ive been trying to add a texture to this cave that I made in blender, its my first time ever using it and I am having trouble with it. When I add the texture it streaches, and im trying to make it repeating, or painted on like the Unity terrain system. What do I do to fix it? Pics for refrence
ok, cave time
yeah, you want a triplanar shader for this
the idea is that, instead of having a texture coordinate for each vertex
(that's what the UV map is)
you just compute it from your position in the world
ah i see
Create a new Lit material in unity
(so, just create a material; pretty sure it'll default to Lit)
oh wait, i don't know if the default URP shader does this
let me open a URP project...
ok, yeah, it doesn't have that option built in
fortunately, it's very easy to set this up in the shader graph
It doesn't, but you could create a shader graph. There's a Triplanar node.
Or you could UV map the model (should be tutorials if you search "blender uv unwrapping")
This is all you'll need.
im guessing it would be easier to do the triplanar graph?
yeah, I'd go for the triplanar mapping
no prob
but yeah, triplanar mapping is good for uniform-looking surfaces that are hard to uv unwrap
e.g. terrain!
good to know!
if you're curious, the triplanar node works by deciding whether the surface is closest to the XY, YZ, or XZ plane
and then just just uses those two coordinates for the 2D UV coordinates
it does some blending to cover up the seams
I wish there was a node that spat out the blended UV coordinates
I've had to rebuild it by hand at least once so that I could use it to sample, say, a Voronoi node
i used that to make mineral graphics for a game
very cool!
triplanar mapping works best with stuff that's kinda random and noisy already
it turned the cave pink, am i missing a part?
you need to drag that Texture2D property into the shader graph
and then plug it into the Texture input of the Triplanar node
also, i'm not sure why the entire thing looks grayed-out...
Might want to check the Target assigned under Graph Settings. Make sure it matches the render pipeline you're using
how did you create this shader graph?
I realized its not the default render pipeline, but i dont think it should change anything as its still the default one, and i created it by right clicking in the assets and navigating to create new shader graph
i fixed the the render pipleline its using, and its not pink anymore, but its still not the texture i need
you will now need to assign the texture to the Texture2D property on the material
you'd want "Lit Shader Graph" in here, rather than going into Builtin or something
haha thats ok
ill try to ffigure it out
thank you so much for the help!!
i turned on debugger mode and it fixed it
its not greyed out anymore either
For the love of god,how long until they implement planar reflection to URP
There's a planar reflections script in the URP BoatAttack demo https://github.com/Unity-Technologies/BoatAttack/blob/master/Packages/com.verasl.water-system/Scripts/Rendering/PlanarReflections.cs
Or could use reflection probes with Box Projection (enabled on URP asset)
Sadly I want to use if for mirror,so probes box is too expensive
Thanks I will use it
https://github.com/Unity-Technologies/boat-attack-water There seems to be this repo specifically for the water, which might? be more up to date
why is my cameralayerhand not overlaying on top of the main camera? It is in a simple camera stack and i cannot seem to be able to find an answer. I know how to use the regular depth to render an overlay but i just want to test this out
sorry - i did in fact misunderstand your question
hii, is there a way to do this type of lighting in unity URP? since we can't have more than 8 light I don't really know how I can I do it, any tips/video ?
Both with Forward+ and Deferred you can have more than 8 lights
Thanks you! I will try deferred (since I'm doing a XR program, I can't use Forward+)
Or baked lighting if it doesn't have to be realtime :p
Can someone help me? My 2D lights says this all of the sudden, even though It worked fine yesterday. (I changed nothing)
and its litteraly assigned
Does anyone know why my world is pink?
Thanks!
Hey, I created game in unity and I have problem after I built game. In editor all works fine but in build version of game all textures are purple. It’s using URP and I set urp in Graphic settings and idk why I got that. Tried all 😦
Anyone? Need to fix that fast 😦
@rare marten you rwprocessed all the materials as URP right? Or did you start the project in urp?
Either way pink means there is a shader compilation error, does anything show if you look at the console error log after building?
I've been looking into quad overdraw, I was wondering if geomerty behind other opaque geometrly doesn't cause it?
I made a test scene with renderedoc and the sphere behind the cube isn't showing up in the quad overdraw overlay
I suggest doing it with solid color bars, or a shader where you take the UV (or world pos coords) and with sine make it only visible over a treshhold
Instead of a texture
AAre all platforms using the same quality tier?
Alright, so I am using URP obviously and I want pixel lighting, in playtest and scene view it is well..pixel lighting. But when I build it, it changes into vertex lighting, how can I resolve that?
Does the build platform's graphics quality level match what you use in editor? Which build platform is it
It is android, it probably is the graphics quality now that I think about it.
Android's graphics API you're building to very likely has some limitations regarding that
this is my shader graph, I'm really proud of it!
but I have a question, is it possible to have both, color 1 and color 2, randomize it's shade a little so some appear darker and lighter?
You can use a Lerp node to mix two colors, using a gradient noise or a texture as the T value so it alternates
I've been far gone too long to use URP. How can I make a in editor camera post processing effects? I can't use OnRenderImage() method implementation because URP disables it. What other method can I use that lets me render a shader effect in the viewport?
Or is this more of a coding question than urp question?
Why are my shadows doing this?
If I move the camera backwards the shadows reappear
And it changes based on angle
If I lower cascade count to 2 it fixes it, but then my shadows aren't as sharp as I'd like them to be
You can use a custom renderer feature to blit to the screen.
e.g. https://github.com/Cyanilux/URP_BlitRenderFeature
For Unity 2022.2+ there's also a Fullscreen Renderer Feature built-in now, which works with the new Fullscreen shader graph target.
I'd try tweaking the directional light's near plane
Thanks, I'll try that out when I get the chance
See i wanna use 2022 for stuff like this but i wont because i have lots packages that only support 2021 and i also dont really need that lol
I am following this example in the docs: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/renderer-features/how-to-fullscreen-blit-in-xr-spi.html
I copy-pasted the various files, added the render feature, and made sure that the pass was executing by looking in the Frame Debugger. However, nothing appears to be happening.
ColorBlit is, indeed, running (upside-down, for whatever reason)
(i guess it gets flipped right side up again later)
it looks like the result just gets ignored
I do not understand the code in the ScriptableRenderPass. Notably --
cmd.SetRenderTarget(new RenderTargetIdentifier(m_CameraColorTarget, 0, CubemapFace.Unknown, -1));
I don't get this. I guess it's supposed to write back to the camera's color buffer?
it does seem weird that the rendertarget name is <No name>, which every other step has some kind of name
this is in VR/XR, URP 12.1, Unity 2021 LTS
i wonder if the subsequent post processing step is looking at the wrong texture
it says it's reading from _CameraColorAttachmentA
whilst my custom pass is going to...uh, <No name>, which definitely feels wrong now
It might require the "Opaque Texture" to be enabled on the URP Asset.
Honestly I kinda hate this example, I really don't know why it's trying to even use the opaque texture. Usually you blit (or DrawMesh / use new Blitter API) from camera target to a temporary, then back to camera.
If it helps, I've got https://github.com/Cyanilux/URP_BlitRenderFeature (it has cmd-DrawMesh and 2022.1 branches which should work with XR)
(URP 2022.2+ also has a fullscreen graph & renderer feature built-in, which I would assume works with XR. But idk)
I tried toggling that already, yeah
It looks like the render feature asks for an opaque texture anyway
and I do see that pass running
And yes, that's exactly what I was expecting -- blit from camera, to temporary, to camera
Apparently, the old Blit function mangles XR rendering, hence the separate example using a full-screen quad
and lemme give that a look!
I'm on 2021 LTS because I kept crashing with 2022, for...reasons, idk!
ah, that results in an image that looks very familiar -- i ran into a thread on the unity forums
Did you try the main or cmd-DrawMesh branch? https://github.com/Cyanilux/URP_BlitRenderFeature/tree/cmd-drawMesh
oh, I had a brain fart and did the former
Yh the main one is still using cmd.Blit
Lmao
i forget if you can ask for a specific branch when installing from a git url
Use https://github.com/Cyanilux/URP_BlitRenderFeature.git#cmd-drawMesh
gotcha
I had tried going to the branch and then asking for the git link again
it doesn't like that url
I think you've got a space at the start
ooh, yeah, that was it
Nice to know the package manager doesn't auto-trim spaces 🤦
Awesome 👍
i was about to give up and go back to Actually Making The Video Game for this jam
now i can spend an hour making pretty visuals
🤪
Good luck?
You mean depth texture in shader? You'd usually include DeclareDepthTexture.hlsl from the URP ShaderLibrary, that sets it up for you. Then use the SampleSceneDepth with the screen position.
https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl
Can also use graphs if the "Override View/Projection" is ticked on the feature. Can use Scene Depth node as usual.
Ah, I should try this again with a shader graph. I'm not the biggest fan of HLSL, haha
I did try this, I think...but the odds of an error are high :p
yep, bingo
thanks again! i think that's everything i needed.
i'll have to come back and study this more closely when i'm not running around with my hair on fire
excellent, it's all working now -- I had to make the shader graph Transparent so that Scene Color would work
I have clutter flying around in the background, and to make it look more..."cyber", I wanted them to flash white as they went in and out of the far clip plane
...and I now realize that this is way less effective than just making the clutter's material change colors when it spawns and despawns
Oops!
Yeah that would likely be more performant than a fullscreen pass, especially for XR
I was originally thinking of making it a fog effect that also made the objects flash, but then that got dropped
so now it's just flashing
thanks a ton regardless (:
I tried it now and it worked, thanks a lot!
is there a UV node for the fullscreen shader graph?
or am I supposed to "join" the color output with a vector2?
Does anybody know why my render pass is causing my scene view UI to do this? I've managed to trace it back to this ConfigureClear call. If I remove it, then I end up with a different effect.
This could also have something to do with the Unlit/Color shader but idk
Are you allocating an RTHandle, using it in ConfigureTarget, then releasing it in OnCameraCleanup maybe?
I've seen similar results happen when doing that. I usually release the targets in a method in the pass called by the ScriptableRendererFeature.Dispose method
Oh I get what you're saying. Yeah, I'm disposing it in OnCameraCleanup. Why would that cause the UI to bug though?
this is gonna be an infuriatingly vague question, but...I want to get a better handle on how to work with the whole scriptable render pipeline thing. I've done a few custom renderer features before, but it was a LOT of blind copy-pasting from examples.
should I dig around in the documentation more? it seems like a lot of stuff isn't terribly well-documented...
I guess I need to get way more familiar with the Frame Debugger.
To better learning of renderer feature , you can check the Blit In XR documentation for URP 12
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/renderer-features/how-to-fullscreen-blit-in-xr-spi.html
While the document was named Blit in XR. The contents can be apply to all URP cases.
Just take your time. don't rush to fancy feature. try follow the sample code step by step. Check the ducoment of each API in the sample if you've never seen it before. eventually you will have a better understand of it
And if something look super magical to you and hard to understand. just google it or ask the community.
that's kind of what prompted the whole thing, actually -- I had gotten really frustrated by this while working on a VR game for a game jam over the weekend
it malfunctioned in ways that didn't make sense and I wound up just using something else -- see here and above for the context
more specifically, here
Hey guys, the color of my sprites isn't right using URP 2D. Can someone help me?
Is there a way to make a ScriptableRenderFeature not render in the scene view and only render when the game is run (or in the game preview)?
Hi there! I recently switched my Unity project to URP (Universal Render Pipeline). After using the Render Pipeline Converter, the pink rendering issue was resolved, but I'm facing problems with some models from the Unity Asset Store. Despite my limited knowledge of shader scripting, I managed to restore their colors, but now they appear darker and lack proper lighting compared to how they looked before the URP update. I've been searching online for a solution for the past 9 days, but haven't had any luck. Can anyone help me fix this issue?
The first image is the model that is on the scene that appears with no lighting
The second image is the model how it used to be and how its supposed to be
This is the asset (https://assetstore.unity.com/packages/3d/props/exterior/low-poly-brick-houses-131899)
The third image is the shader script that is attached to the models
Any help will be greatly appreciated!
for some reason when I switch to URP it seems like the range setting of point lights doesn't do anything
I can only make them have a bigger range by increasing intensity, which creates a big ugly white spot
why does these outlines appear when i enable anti aliasing on the render texture?
Well I did something and now every time I open Unity, it just softlocks on this. Does anybody know a fix?
I also get a NullReferenceException which I think was caused when I messed with materials on my render pass but I can't check because Unity is softlocked.
I mean I didn't figure out what was happening but I fixed the softlock by renaming my URP settings file so that it wouldn't try to load them on launch.
Your sprite texture has compression
You'll want to disable it
You can check the cameraType (I think renderingData.cameraData.cameraType iirc), either in AddRenderPasses before enqueuing the pass, or in Execute to prevent it running.
weird, seems to only happen in some cases with texture + vertex colored environments
I believe you can check if a camera is a game camera
oh, Cyan got it already
I think you can do renderingData.cameraData.isSceneViewCamera but I'm not home to test it right now
Yeah that should work too.
There's also isPreviewCamera, to avoid rendering into inspector previews & asset thumbnails
Ah, thanks. I don't think I'll need the preview one but that's good to know.
anybody know why Im getting these kinds of fragments on a realtime point light? Im using urp and unity 2021.3.11f1
heres a better example
is the light getting occluded by the object?
could cause some weirdness
make sure it's not casting shadows
tnks man!
the object shouldnt be affecting it. it happens regardless if the mesh is there or not ):
it doesnt flicker, but the fragments are still there, kinda like the first picture
you're right it does kind of look like z-fighting
it should be a perspective camera tho
oh wait you may have actually put me on track to fix it
I think it might be related to the depth and normal settings I found from this forum https://forum.unity.com/threads/rendering-lighting-problem-that-resembles-z-fighting.385920/
it looks like the problem was being caused by a really low value on the "depth" field for the light
looks that fixed it! thank you so much!
ah yeah, that would make sense
First prototype of an isometric pixel shader for 3d I made. Really happy with the look so far.
I can't for the life of me get blitting to full screen in a renderer feature to work with the stencil buffer
follow tutorial to the letter:
(not specifically stencil buffer, just blitting)
the upgrade guide uses a method that is internal
Maybe try this : https://github.com/Cyanilux/URP_BlitRenderFeature/tree/cmd-drawMesh
That's a good one, thanks. Upgrading to 2022.2 (from 2022.1) also helped
there's way too many APIs and examples that are either deprecated or never worked as advertised floating around
I've been on this since yesterday
Urgh, it works now. Both ways that I tried that didn't work in 2022.1
How do I always include a URP shader in builds in Unity 2022.2.15f1?
I can't add any shader from the URP package in Edit -> Project Settings -> Graphics -> Always Included Shaders
I want to add "Universal Render Pipeline/Terrain/Lit" and "Universal Render Pipeline/Terrain/SpeedTree8_PBRLit"
the Blitter class which is now apparently the recommended API for texture blitting has a method void BlitCameraTexture(CommandBuffer, RTHandle source, RTHandle dest), but elsewhere it's stated that RTHandles can only point to a color OR a depth texture. Is the right approach to Blit twice? Once with cameraColorTargetHandle and once with cameraDepthTargetHandle?
why would you need to tell unity what shaders it needs?
https://cdn.discordapp.com/attachments/1050476516699545721/1098815337853632624/2023-04-20_20-37-50_Trim.mp4
I'm not really going to use this in games with 3D camera movement, but I'm really happy with how this shader turned out.
Hey, i'm currently experiencing some strange visual artifacts that only appear in builds of my game. It never has any issue while in the editor, but as soon as it's a build version, the strange artifacts appear, on a multitude of different devices (windows, mac AND linux). Does it seem familiar to anyone?
Here is a better example of the effect
The below occurs when there are 2+ base camera in the scene and the render pipeline settings render scale is != 1
Any idea why?
why is my tree so black, the image is normal and the rest of the objects are good
it seems normal when i turn the light intensity to 1.5 but the other objects are then lighter than normal
the camera preview seems normal
Oh, it was just shadows on my post processing
I need to create a green outline effect for some of my objects in a 2D top-down game, I'm mainly a programmer so I don't know anything about graphics. Can you please help or at least guide me in the right direction? Thanks!
I'm using Unity 2022.2, URP
PS. I asked ChatGPT and he confidently gave me several ways to do it that were all wrong, and googling gave me virtually nothing.
By googling "URP outline shader" I seem to get a whole page of direct solutions or otherwise relevant results
If 2D means you're using sprites, you might want to search for sprite outline shaders specifically
They exist in many permutations as well
I'm having this weird issue with shadows where the closer I get to a mesh these weird shadows start appearing around the mesh's edges
Seems like a problem with screen space ambient occlusion
You could try toggling that on and off to confirm

It's been a pre-set in URP for a while
well who ever set it, needs their eyes checked, those settings are way too strong
On a slightly-older editor version, I had this very simple debug function that changes the _BaseMap property of a material that is used by a number of different meshes, and even though it also carried over to editor time, not just runtime, I was content with working with that. Well, it seems to no longer function, I think because of something to do with shader scope or something like that. Any suggestions?
The code:
public void MaterialTest()
{
materialInstance = new Material(material);
materialInstance.SetTexture("_BaseMap", texture);
Debug.Log("Material (" + materialInstance.ToString() + ") albedo map changed to (" + texture.ToString() + ").");
}
Right now it doesn't output any errors or anything and it does parse, but it doesn't change the material's texture property.
I'm thinking that it might also have something to do with instantiation of it through the script, that doesn't carry the reference over.
Nevermind I found that the solution was indeed the instantiation of the material.
Although I think the reason why I tried to instantiate it in the first place was so that it wouldn't carry over to editor time.
So I want to add an additive mateiral (mouse hover highlight) atop an objects material without changing it's layers (so render objects won't work). What is traditionally the best way to combine an additive efect over an object while the mouse is over it and remove it when the mouse isnt?
Hey, I have a bunch of materials that turn pink. I have googled it and any of the solutions don't work. I get a bunch of errors when I try to convert from standard to URP. I am using the 2022.2.10 version.
Its specifically trees that are affected by this. Could it be that trees designed to be used with the paint trees feature in the terrain tools are the ones getting messed up?
Guys i have question why when my camera follow player my background jitter my game reasultion is free aspect 1101x519 my background resoultion is 2000x2000 even with lower background resoultion it still do this my camera skript is fine i rlly don't know whats wrong i use 2d defualt URP Project and my camera is orthoraphic what can it be maybe my unity version its 2021.3.16f1
struggling a bit with GPU instancing, no matter what i do it seems like GPU instancing isnt working
screenshot is 10,000 of the same object spawned (also done it eith 50, 100, 1000, 2000, 5000) but never worked
- its not the mesh size
- its not shaders being too complex or not supporting gpu instancing
- my gpu is powerfull enough and supports GPU instancing
- theres no animation on the object
- no lighting being cast or recieved on object
- no texture on object
theres no difference between it being on or off
am i just missing something?
Hey Guys,
I got a problem with a URP Build.
A user gets a Native Crash - KiUserExceptionDispatcher.
I was able to identify the SkinnedMeshRenderer causing this issues on a NVIDIA GeForce GTX 1660 SUPER. On Systems with other GPU´s it works without an issue.
Before updating to URP it worked on the machine. Any Ideas on how to tackle this issue down ?
Which Unity/URP versions?
Is GPU skinning enabled?
Is graphics jobs enabled?
Are the GPU drivers updated properly and tried a clean install of them already? (to confirm it's a Unity issue)
The setpass calls are the actual draw calls being done, check the frame debugger to see the actual draw calls. If the shader is compatible with SRP batching, it will use that instead of dynamic batching (unless you remove the support for it in the shader, or disable srp batcher).
That many objects is terrible for performance, especially if all in 1 place, so I suggest to use drawMeshInstanced instead to remove overhead https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstanced.html
Its generally always recommended to decouple the camera and the player to smooth camera movement, especially if the player moves in fixedUpdate.
The unity version is fine, updating probably doesn't hurt tho
Unity Version: 2021.3.23f1 URP: 12.1.1f1
yes does crash if enabled or disabled
no difference if eneabled or disabled
Yes was updated and installed fresh without difference
Hmm weird.
Does changing the culling/update mode on the skinned mesh change anything?
And does it happen in a debug build?
Then you can read out any errors in the Unity console
Not sure, but I enabled changed every option on the skinned mesh renderer.
It even appear on a fresh character without any script or animation on it.
A Error which might Result is this : Unknown bonesPerVertex in GetBoneWeights()
In a newer build I get in addition Kernel index (-4) out of range
yeah also happen in a debug build. But it crash the same way without any additional informations
I had changed every API without a difference. At some point, the Unity crash handler also stopped appearing when there was a crash.
Not sure if its a local client problem with some driver setup or a hardware related issure to the 1660 super
I suggest to make a bug report woth this with all the info you can give. Although if it's hard to reproduce it might not get through (but it shouldn't crash ofc).
Changing the skin weight limit also might help depending on how the model is setup
Thanks. I also will try to troubleshout it with the tester might init a fresh windows setup to make sure its not a weird driver /OS Issue.
Also might check if its also with another GPU on the same system.
Is there a way to get a texture of just the objects rendered in the transparent pass in a scriptable render pass? (So not opaques or anything else)
Basically I want to apply a Fullscreen shader to the transparent objects and then render it on top of the rest of the scene.
Could probably use a feature/pass to render all the transparents objects into a custom buffer rather than the screen. Then remove all layers from the Transparent Layer Mask at the top of the renderer (so you aren't rendering them twice).
Then apply a fullscreen blit to composite, as you mention.
Probably very similar to this example I have (for 2022+) : https://gist.github.com/Cyanilux/3e723b923c4f43d315ad5a55685b5cb9
But that's for opaque queue. You'd want to use RenderQueueRange.transparent and SortingCriteria.CommonTransparent instead.
That's pretty much what I was thinking, I just didn't know how to make it not render twice.
Hi i've stared using URP. Im trying to add glow effect to my particles. How can i do that? I can;t find any good reference to this
You need to have a have a post processing volume for bloom, then you can add HDR color intensity for the particle material emission color
So I've should add Volume > Global Volume and add bloom at first yes? Btw it's 2D game
Do I need global light for it?
Make sure the camera has post processing enabled and set Threshold to 0 and Intensity up to exaggerate the effect for testing
Do i Need global light?
Btw background is not a sprite, it's just color of camera
All you need is the post processing volume correctly, then a particle material with emission intensity
Since you're likely using the 2D renderer, the particle shader must be unlit
Like this?
I didn't work with it before, and Im kinda confused
This is not a particle shader
Focus on getting bloom working first, even without the particles
Increasing emission color intensity makes materials "bloom" more
Universal Render Pipeline/Particles/Unlit
Sorry for cropping that part out
Thanks you, I'll try it tommorow then. Thanks for your time
What exactly in this code causes the renderer to only render objects through my shader instead of rendering them normally and then overlapping mine on top?
I think I figured it out. Nevermind, sorry for the ping
my transparent objects are clipping through each other, how do I do something like a depth prepass in URP?
Is there any way to write custom image sampling filters? I have a shader for downsampling images in a very specific way, but I’m curious if I’d be able to simply make a custom image sampler for this that can be applied via import settings instead
Do you guys know of any tutorials that explain how to enable opaque texture in the shader graph on modern unity version? Any links i find online are dead and any there is no updated videos on the subject
There is an Opaque Texture tickbox on the URP Asset
where i cant find it
is it in like a folder do i have to create it? and how do i make it work for shader graph because i need to make a transparent shader
Project Settings>Quality have a reference to your URP asset
You can click on that reference to reveal it in the Project window
From there you can select it to reveal its settings in the Inspector
i somehow made it so that i cant see my scene now
i dont understand
I don't know what you did but I can tell you that's not a known or intended side effect of selecting the URP asset
i just wish i had the resources to teach me how to make a simple transparent shader and i cant do that without urp because its updated and old tutorials use lightweight rp and so i cant
This would be neat to know but I've never found anything relating to that
It seems to me FilterMode is an entirely internal part of Unity
Hey, I'm not entirely sure, but it feels like enabling GPU instancing does nothing.
I'm trying to use noise functions to generate a kind of Minecraft-like terrain made out of cubes:
However, the problem is, it really starts to lag with any large amount of cubes. The most I can reasonably do is 20000 (it's a 100x200 map in the screenshot above), after that the FPS quickly falls to below 20.
I have created a custom material with the GPU instancing box toggled on and dragged it into the cube prefab. Checking the spawned prefabs, each of the cube's material says that GPU instancing is on. Yet there seems to be no FPS difference.
I checked using the Unity profiler, and this is 100% a CPU botleneck.
Ideally I would like to render up to dozens of millions of cubes at once, but I'd be happy if I could run 2 million FPS so I can do 1000x2000...
I know that what Minecraft does when rendering is it first combines all the blocks in a chunk into one mesh, then renders that, which definitely sounds like a good way to improve performance of rendering many cubes at once. However, I have completely no idea how to do any of that. I'm a complete beginner when it comes to any form of rendering and graphics.
Anything rendering related won't have an effect if the CPU is struggling rather than the GPU
I know, but the question is, how do I shift it from the CPU to the GPU?
Are they gameobjects?
Yes
The simple answer is they shouldn't be
there is also no simple recipe for how to do it, only principles
Ideally I'd like to do something like this, but again, I have never done anything rendering related before so I don't know.
Some options for paths to start from that I know of would be
- generating and modifying a mesh using the Mesh API
- using Graphics.DrawMesh and related methods to render and instance the cubes at runtime
- getting into DOTS/ECS and having the cubes as entities
Yeah, I guess there's no easy way out of my predicament. I'll have to look into those things whenever I have time.
Thanks for pointing me towards something.
Can I somehow optimize my rendering when I have a ton of instances of the same model with many triangles? Perhaps something rendering them together or something along these lines
I want to render two layers with the same camera and combine them after the fact. What is the best approach here? Simplest to get up and running would probably be two identical cameras each to a rendertexture and combine those in a shader. However, that feels a bit hacky.
Can I create a second RenderTarget in a custom RenderFeature and then use a RenderObjects feature to render to it? Or is there an easier way I'm missing?
And can someone explain the difference between a RenderTargetIdentifier and an RTHandle?
hi all. i'm a little confused about how to mix reflection probe blending with box projection.
since urp refl probes blend inward, objects lose the probe's reflections as they approach the edges of the box. However, with a box projected probe, its objects near the edges of the probe where the benefits of box projection are most visible. Is there any way I can blend box-projected probes while preventing objects from losing reflections near the edges?
I set up this example to show the issue with an ugly reflection to make it easier to see the problem
The URP default shaders just aren't rendering for me
Check your culling mask on the camera and layer of the object
I thought of that
Object layer: Default
Camera culling mask:
I don't really know what I'm talking about, but from what I know, Minecraft isn't even coded in an engine. If you compare the properties of a Minecraft block to the properties of a unity cube, a unity cube likely requires much more processing power to render or whatever. Unity has proper physics, whereas Minecraft just has block physics.
How can I make it so that the shadows are always being rendered at full quality? It seems that when i get close to a shadow the quality increases but if i step back the slightest bit the quality decreases. I have tried playing with shadow cascades but that does not seem to do anything.
I asked this question a few days ago but just realized the answer isnt quite what i need. I need to apply a fullscreen shader to only the transparent objects in a scene. I was able to do this with setting a FilteringSettings RenderQueueRange to only draw transparents. The problem with this is that the objects will still appear on the buffer even if there is an opaque object blocking it. How can I get just the transparent objects so that when I overlay it with the scene it would look identical to how it normally would look except I can apply a fullscreen shader to it.
looks like the object is out of camera clipfar distance
I am using URP 2D and i dont know how to make the player and enemy sprites affected by the lights.
This video should still be relevant.
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If i'm wanting to use context.DrawRenderers to do some shader replacement, and i want the result to go into a different render texture than the main camera color one, should i be using public override void Configure( ... ConfigureTarget( myRTHandle),
or should i be blitting the current state of the camera color to a separate RT handle?
Because in the case of the former, the frame debugger is showing me a depth render version of the object, rather than my colors.
And in the case of the latter - do I need to make a pass that separates the DrawRenderers from the blit call? Basically, am i ok to blit right after the DrawRenderers call?
It's not
I might have to do something with the culling settings but maybe I'm wrong idk.
The sprite shaders do render
Has anyone got any tips when it comes to URP and mobile?
Tips regarding what?
🤔 is it possible that the cube has the same color with the ground? try changing the cube's color, or lower the camera so the cube is above horizon
are you using newer version of unity?@bronze briar if so then switch to lower LTS version of unity, I had same problem in newer version of unity. but when I switch to old version with LTS it was working.
I tried lifting the cube, doesn't work
Maybe I should
If you use ConfigureTarget(customColorTarget, cameraDepthTarget), it should still ZTest against the opaque objects drawn by the camera. Also assuming the feature/pass is at least in the AfterRenderingOpaques event.
Yes you want to use ConfigureTarget to change which target you draw renderers into.
After that, you don't need to blit unless you want to combine that target with the screen somehow. But it is okay to blit straight after, they don't need to be separate passes/features.
I've got a post going over some renderer feature setup in detail, might help : https://www.cyanilux.com/tutorials/custom-renderer-features/
There's a full example section too which does a DrawRenderers + Blit call
He said there should be a button in the edit menu to convert the assets, but that doesn't exist for me
That part is outdated
You don't need to install LWRP or upgrade anything if you already have a URP 2D project
Looks like you already have some 2D lights up and working
Thanks @dry willow. I know you weren't replying to me, but that looks like exactly what I was looking for
Your tutorial is the only good up-to-date overview of custom renderer features. The documentation is all over the place (and sometimes even wrong) and the API has changed so often it's been incredibly frustrating to figure out.
The player animated sprites aren't affected by the lights and I don't know how to fix it.
But some other sprites in the scenes are?
The actual environmental sprites are affected, but I think that's because those have materials on them that allows light to effect them. I don't know how I can make a material work on the player sprites.
The rectangle in the top left is going to be a enemy.
But it is as easy to see in the darkness as it is in the light.
They need the same Sprite Lit material
It should be as simple as that since it appears you have URP 2D working
Or any material with the Sprite Lit Default shader
How can I make only the particles glow? For now i had Global Volume in scene
For now every object is glowing
That's what post processing does, it processes the whole image post-render
Ok, then How can i make only stars glow?
The usual trick to get around that is to increase bloom threshold and also increase the emissive intensity or specific materials in turn
Thanks @dry willow. I've not only got it working, but you also gave me a good lead on how to improve my pipeline with MTR.
With HDR rendering enabled material brightness can go above 0 to 1 range, so then can bloom threshold too
One thing though, UniversalRendererData objects have the option to filter by layer in the main renderer (which lets you do certain layers in a custom renderer pass), but Renderer2DData seems to be missing that. Is there any way to do that for the 2D renderer?
Not yet sure I actually need the 2D renderer though
The 2D renderer seemed very incomplete to me but idk maybe I was just doing something wrong.
okay, so that's definitely an intense color
yes
do you also have the Bloom post-processing effect turned on? It would be on the "Global Volume" object by default
e.g.
i removed urp and now i redo all i think i made something not good
it's very possible that you now have broken project settings
notably, these two menus should have something assigned
you should be able to just select the existing one
unless you also deleted that asset
i just have to create a urp asset?
:/
the default one is probably fine
if you are using version control, then just go back to before you did this
otherwise, you'll need to fix this
I migrated a project from HDRP to URP recently
I just copied the URP asset from the default URP template and plugged it in
same for the quality settings
It's in the rendering section when you create a new asset I think
ah ok and which do i choose (2D)?
i'd just go create a new project from the same template and copy its assets over, tbh
i'm not sure if the default values in a new asset match the reasonable defaults you get from a template
hmm...
(NOT copying your whole project over to the new one -- just making a new project to yoink its URP assets)
i don t wan t to loose all what i did
that worked great when I was converting HDRP to URP
i had to fix a few materials and crank down the sun intensity
and that was about it
(and fix my custom post-processing)
i don t think my project settings are broken
well, you currently have no URP asset...
the engine fell out of your car
it is broken
and i will have to do again all the hierachy?
no, you are literally just stealing the URP assets from a new URP project
and pasting them into your existing project
and plugging them in
yeah
ok
make a new one, call it something random, and grab two things from it
1: UniversalRenderPipelineGlobalSettings
2: the Settings folder
i just make a backup before
the first one is the global settings asset; the second one contains quality settings
but in the new project i have to install urp?
you may need to plug the quality settings assets in here
yes, use the same template you did for your main project
you "imported the package"?
Just use the urp template, don't worry about the package
i said to create a new project with the same template you used for your original project?
For the project to copy the things from
or did you also install URP only after creating your main project?
i installed urp after creating my main project yes
ah.
this could be particularly annoying, then, since you might have materials that use the built-in RP shaders
this sounds more like a complete render pipeline switch, rather than just repairing broken settings
create a new project with the 2D URP template and copy those assets over
Ah! I have seen your site before but lost the link. So many questions answered! Thanks!
@blazing gull all that?
Yeah, that seems reasonable.
It shouldn't matter if you copy the meta files or not. Unity will import the assets if they aren't included
you'll then need to plug the assets in in the appropriate places
i plugged 1 asset
at the bare minimum, check that "URP Global Settings" menu, then the individual Levels here
i dunno if they will still exist or not
ok the second also
if they do, click on the name to select it, then make sure there is an asset assigned below
did you also configure the Quality menu?
in Quality
yes.
Although, since you made this project with the built-in RP
it's gonna have a bunch of quality levels
I'd just delete them and create three new ones based on the defaults from the URP project
high-fidelity, balanced, performant
and then assign the assets
i just need high quality
ultra*
bc i won t share it
it s a game that i have 1 day to make
here? @blazing gull
Yes.
yes, because you don't use post process layers and volumes in the URP
I'm pretty sure these are all from the built-in RP
you should have a "Sample Scene Profile" asset in the Settings folder
create a new empty game object, attach a Volume component, and then assign that asset in the "profile" field
this should enable bloom
Yes. That's what "create a new empty game object" means :p
This is what you get by default from the URP template (at least, the 3D one)
notice that it has a Volume component, and that the SampleSceneProfile is plugged into it
I'm trying to create a way for transparent objects to receive shadows but remain transparent in urp and I'm having some issues. Right now I have a material with transparency + multiply blending which almost works. But as you can see has some additional issues(shaded sides are visible, shadows pass through and still cast on the floor)
zap
the volume system is used to decide which post-processing effects are used
global volumes affect the entire world
ah another question, @blazing gull why are the spikes glowing?
they must also have bright colors on them
check the intensity of their emission colors
Bloom effect basically looks at bright stuff and makes it look glowy to the camera.
So all bright things become shiny.
Can't get much brighter than pure white.
the bloom threshold might be too low
you can check that on the volume component you just created
you can also adjust the intensity
i dunno exactly how those two play together
i'm guessing it's something like "subtract the threshold from the brightness, then blur it based on the intensity"
Hey, how to make glow works in UI?
A Canvas can be affected by bloom if it's rendered in screen space - camera or in world space
Assuming that's what you're asking
thanks!
I'm rendering to a render texture, so im not entirely sure how to do that. Here is the code for my pass https://hastebin.com/share/sahazecuxu.csharp
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
If you're using RTHandles you're in 2022 I assume? You should swap the Configure method out for OnCameraSetup (so you have access to the RenderingData struct, rather than just a camera descriptor). Can then change your ConfigureTarget to use a second param with renderingData.cameraData.renderer.cameraDepthTargetHandle
https://www.cyanilux.com/tutorials/custom-renderer-features/#configuretarget
do I keep the GetTemporaryRT in the configure function, or is there some way I can get the cameraTextureDescriptor in the OnCameraSetup function
oh wait I got it nvm
I updated my Configure function to this and it still doesn't get blocked by opaque objects
{
cmd.GetTemporaryRT(Shader.PropertyToID(transparentsTexture.name), renderingData.cameraData.cameraTargetDescriptor, FilterMode.Point);
ConfigureTarget(transparentsTexture, renderingData.cameraData.renderer.cameraDepthTargetHandle);
ConfigureClear(ClearFlag.All, new Color(0, 0, 0));
}```
You're clearing the depth. Change the ClearFlag to just Color
That fixed it! Thanks!
im new to urp shader graphs. read the urp documentation saying that a greyed out node block is inactivated, but idk how to activate it. thanks
Check the graph settings, you are most likely on Opque mode
i needed to change to blending mode alpha and surface type transparent
but no matter what i tried couldn't get any outline shader to work anyway
so just got got an outlining asset from the asset store and its been painless
lol
Hey! Trying again here to see if anyone can help out with the issue I am facing. I'm using URP for my game, and encounter these strange light/shadow artifacts ONLY in builds. There are no issues when running in editor. Both build version and editor version has been tested on multiple computers, and multiple OS, and the issue still persists, but only in build mode. I'll drop two videos showing the issue in hopes that someone here might recognise the problem.
Could it be that the build uses a different quality tier?
I can see that my multi target rendering pass is working, but it doesn't show up in the FrameDebugger 🤔 does it not support MRT?
that is, the pass shows up, but it just has rendertarget cameraColor_A or whatever it's called
iirc there should be a dropdown to view each target separately
top left?
Ah, you're right! Thanks!
Hello, I'm new and a beginner to unity and I currently am making a project for a class. I have a problem where all my stuff are either purple, black, or gray. It was fine before but when I relaunched it, it updated to this after installing hdrp. (i was trying to do a lidar scanner tutorial)... I tried looking for tutorials on how to get back to urp or the default when I first started it but I can't seem to find it. Would anyone be so kind to help me figure the problem out?
Hey all, anyone familiar with gun clipping and urp able to help a bit with an issue? I'm experiencing weird rendering of my first person models when rendering it via another layer and renderer feature. In particular, enabling the "depth override" allows the first person models to not clip through objects, but renders submeshes weirdly. Disabling the depth override renders the first person models correctly but the models will clip through other objects. None of the other Depth test options provide the correct effect either. Here is what they do:
- Disabled, Always, Not equal: Renders always on top, but weird depth issue
- Never, Equal: Doesn't render
- Less, Less equal: No weird depth issue but gun clipping, same as if depth override was disabled
- Greater, Greater equal: Renders only the part that would be clipped into another object
I've also tried the double pass outlined here but nothing different happened: https://www.linkedin.com/pulse/how-prevent-weapon-clipping-unity-urp-without-/
Does anyone have any ideas? This model was made in blockbench and has animations on it already so I don't think I'd be able to combine the submeshes together to "fix" the depth, and I'm not sure if that would be a proper solution either.
Edit: Of course the solution (Or in this case a simple hack) always comes right after posting the question. I decided to create two passes, one using the "greater/greater equal" effect where the clipped in portion renders, and one using the "less/less equal" where the non clipped portion renders, and this allows the whole model to be rendered. I do wonder how this will work with transparents, but thats not something I'm worried about right now.
you need to update all your materials to hdrp compatible materials since they are not interchangeable between the different pipelines
great ill give that a go thanks!
What is this pixel thin line that is only visible in build?
I'm not sure what you are doing currently, but you could try to use URP camera stacking maybe. I've never used it before though so idk.
Thanks for the reply. I wanted to avoid camera stacking due to three main reasons:
- World shadows arent applied on the weapon and the weapon doesn't cast shadows back
- Performance issues with re-rendering / culling the entire scene
- Already using render passes for the fov override, so wanted to keep the functionality in the same "system" so to speak
As for my hack, I just combined the intersecting culled pass with the non-intersecting pass and it gave me the desired result. I'm not sure exactly why as you can see both images overlayed on top of each other wouldn't have resulted in the proper result, but I'm not complaining 🤷
I think this a URP issue. I have a 3d object on my UI canvas, with a stacked second camera - and I've imported an .obj with it's own material but it's only showing up as Blue on the UI canvas element. Any ideas?
when the object is placed in the scene not on the UI camera it's correctly shaded.
I suspect its something to do with the shader, but it's grayed out to edit and I'm trying to make my MagicaVoxel workflow efficient by just generating an obj file as an asset.
Update - the only way I can get it to try and render something close is extracting the material from the obj, and applying as a URP/2D/Sprite-Unlit-Default but then it has some transparency issues
Only UI components are designed to be rendered in a Canvas, I believe
yeah think that's the issue. I guess that's why 2d sprite shader seems to work partially
Just annoyingly part way there! Wanted a 3d compass on the screen that rotates on the UI
Hi, so I have this highway tunnel scene but as you can see it's like all of my realtime lights overlap themselves or just aren't lighting the new objects I add to the scene, but I need all of the lights to be realtime since I need realtime shadows cuz cinematics, how can I fix this? Pixel count is already at max (8), all of the lighting settings are on High but everything keeps looking like this.
Ping when reply thanks.
An overlay camera will probably be the best way to do that
Sprites aren't meant to be UI either
My earlier post about the same topic
That's what I've got. Just won't render the 3d object texture in URP I think. Compared to tutorial I watched. https://www.youtube.com/watch?v=8yzpjkoE0YA
Ever wondered how to add a 3D object to your Unity canvas? This is great for screens like weapon select, inventories, skins, etc.
I see this question asked a lot so figured I'd make a quick tutorial on the matter.
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This is not a tutorial for URP so I wouldn't rely on it
As comments point out too
I feel like he skimmed over every complexity and possible issue of making a setup like this
It's not a major blocker, I'll revisit. I'm not used to URP tbh so I'm just trying to prototype with what I can. I just went with inserting a 3d object and have it follow the camera for now!
why not just render the compass into a rendertexture and show it using rawimage in canvas?
@modest horizon https://youtu.be/lN9mHYJtc5M like this?
A quick guide to using a render texture to show a 3d object in your UI. This is a real-time object you can light, rotate, scale, etc as needed.
In the video I'm using a pirate ship from Synty Studios - Polygon Pirates.
Leave a comment below and let me know what you think and any content you'd love to see in future videos.
Grab yourself some ...
Or camera stacking works as well
Hello guys, not sure if this should go on 2d-tools or here.
Im looking into ways to optimize my 2d lighting
What is happening is that, on my scene, im using 30 2d spotlights without normal maps, only 1 blend style and it is already lowering my fps from 650 to 250. So, not great.
Been searching the internet for answers and i did all i could and it doesnt really change
Using URP of course
Did you already check all optimization steps here? @dim prairie
Realtime lighting can indeed be heavy. Is this performance in editor or in a build btw? That can matter a lot
Yeah i have. Im thinking if there is any way to bake the 2d lighting in the editor and not calculating them at real time maybe?
I'm not using normal maps, using only 1 blend style, i have 6 sorting layers counting the default one. Light render texture scale is set to 0.238
And 30 light sources don't seem like a lot to be honest
The only thing i can think about if i cant bake, or do a lightmap or something like that, is to create a script to check the distance between the light and the camera to automatically enable/disable light sources
@sinful gorge
Camera stacking didn't work for me as you couldn't render 3d textures in URP on UI in screen space - overlay mode.
The render texture video above worked - though for some reason if I set the layer to a custom UICanvas layer the cube wouldn't render - is there a URP setting for specific layers I need to sort?
The mesh wouldn't be in UI space in that case
The overlay camera would be the 3D part of your interface, but entirely separate from Canvas
My 2d URP project isnt actually affected by URP:
wtf am I doing wrong?
Nvm
Im using 3d lights 🤦♂️
yep, something like that
I have two cameras. One that is assigned to my canvas and a main camera. but as soon as I add URP asset to the graphics settings the two just dont overlay anymore. I am able to display them both on their own but not together. does anyone know what the problem could be?
URP uses camera stacking to render multiple cameras, seen as "Stack" category in your inspector there
oh, great thanks, its working now
I just disabled urp and re-enabled urp and now non of my materials with emission are doing anything
What are they meant to "do"
Do you mean post processing bloom?
You'd check that the volumes and the overrides are as they should, and that cameras have post processing enabled
I have no idea what the volumes and overrides are
Camera does have post processing
well the "main camera" does idk if there's anything I have to do on the cinemachine cameras
How did it work before without a volume object
I'm only guesstimating what's happening in your end but assuming you mean bloom it seems likely that disabling URP may have reset cameras and volume components or profiles to their default settings, so check those again
If you uninstalled URP and then reinstalled it wholly, those components might've gotten removed from the scene entirely
Bloom cannot work without a volume component with the bloom override and post processing enabled on the camera
Alright I think I fixed it by just adding the volume object with the SampleSceneProfile and it just worked
I have no idea why nobody on the internet even brought this up once but thanks
I hate Unity so much lol
Left: Happens when using low/medium quality settings
Right: Normal with High/Ultra quality settings.
Does anyone see anything that would cause this behaviour?
Where can I find the URP compatible shaders?
wait ok I think I found them. How do I apply them to an object though? It won't seem to let me.
Be more specific
like the shader here is greyed out and I can't change it to a different one
Tldr: you have to drag a material made by you for the object
If i'm using a custom render pass to render all transparent objects to a render texture, how do I make it where the alpha values on the texture match the alpha values of the objects?
Anyone know a solution to this?
Is the post processing using HDR in 1 and SDR in the other maybe? (not just the HDR output check, scroll down)
Does it happen if you put the same urp asset into both tiers?
If not, duplicate the working one and change it until it breaks
"godlike"
Low
And if you change it...?
gimmie 5 mins, only happens in builds so lemme build
Then that could be a striping issue, that's a very important detail
It doesnt happen in editor when you change the active tier?
result is the same
I'll try in editor now
ok so in editor: it flashes the blue colour for a couple frames, then sorts itself out
Usually these seem to be related to shader stripping but I'm not sure how
So I should untick these and see whats what?
oh boy this build is taking long -> I left tripping debug varients on
I don't know exactly, only that it's probably related
But I'm not sure why that would be dependent on quality levels
Any errors/warnings in the console?
Did you already update Unity?
no errors, I'm using 2021.3.6 LTS
I've not updated editor for a while no
You could try?
Maybe it will be a lucky upgrade
Im not too sure where the issue could be
asfter testing stripping yea I'll update see if tha helps
Good to know!
Supposedly stripping unused variants is a good thing especially for the final build, but it obviously shouldn't strip a variant that's in use
Pls i need help with this
yea im not sure how to go about actually solving this. stripping is good to not bloat builds
but atleast for now it is fixed
Usually I think shaders get stripped in error if no gameobject is using them in a scene, or if they're in some way not referenced in a way Unity recognizes, but looks like that might not be the case here
You're probably not creating the tower procedurally
Did you google the error?
probably the only thing that isnt proc gen😂
i did
https://forum.unity.com/threads/ebusy-resource-busy-or-locked.845497/ so you tried the suggestions here
I have
the problem is
that the path that the error gives me
does not even exist
there is no .tmp folder
Temporary files are usually marked hidden in the file explorer, and only exist temporary anyway as the name suggests
they are not
i tried looking for them
i only found them while it was installing
the URP
but none of them were the one that is shown in this error
That's not really unusual
Try closing all the programs mentioned in the thread that could interfere with the package manager, restart Unity, try again
You can also reimport the project / delete Library folder entirely
i did all of thoose things
You can also restart your computer to maximize the chances that truly no program is using the files unneededly
If all else fails you can make a new project using the URP template directly and import your assets into that
alright so the problem is that im in the middle of making this game and that would be like 50 gb
Are you running out of disk space?
That could be another cause for the error
i have about 1 terabyte of disc space so no
If I wanted to discard some objects from being rendered in URP, what are my options? As far as I can tell, it's (i) Use layers, (ii) Use render layers (some statements in the user guide that it may take a performance hit, though I'm not sure why. It doesn't support openGL though, so I have to rule this out)
Disable their renderer components?
what I'm actually trying to do is have one set of objects rendered to one target, and another set of objects rendered to another
otherwise that would be great!
so they need to keep the render components, I need to somehow turn them off for the opaque forward rendered pass and then render them into my separate buffer
Hello (I think this is the correct channel for this)
I am trying to make a special 3rd-person camera that uses the near clip plane to avoid rendering stuff in between the camera and the player. But I'm having a problem where the near clip plane will cut through the player model if it gets too close.
Does anyone know how I could render the full player model correctly in the camera view while still using the near clip plane (or something similar) to cut out other undesired objects (even if it would also cut through the player model)?
if you want to always render the complete player, regardless of what the other scene geometry is doing, then I would look into camera stacking where an overlay camera draws only the player
(you could possible also use stencils, but I have no experience to advise with there)
yeah, I tried having two cameras (one for the player and one for everything else) and setting one of the clear flags to "don't clear", but the different near clip planes messes up the depth buffer so it will render the player behind everything else.
Anyone know how to do this?
It might be simpler to have a shader to fade/clip out wall geometry between the player and the camera
And optionally control that fade/clip with scripts to fade out whole objects
I thought about that but I don't want to have to make and assign a bunch of new materials for each object. Could I use something like a post effect shader to do that instead?
I usually have the fade shader on all walls to start with
Or if it's per object I use pooled material instances to swap to
When you say 'shader', do you mean a custom material?
Yes, a material with the fade shader
Yeah, I'd rather not do that just because I want the camera to be independent of the materials. So that implementing the camera would be as simple as adding it to the scene and tweaking some settings.
Basically what I'm wanting to do is to change the near clip plane of the camera without changing the depth buffer at all (so I can properly combine two cameras with different near clip planes)
figured it out
I'm curious, how did you end up solving the issue?
I just had to set the camera descriptor color format to something which supported alpha. Might be a better way but idk it worked.
Hi guys! Does anyone know what is the proper way to animate material properties without breaking SRP Batcher?
I have been using animations to control the distort amount of my distortion meshes in the scene, but it seems that the material property block created under hood breaks SRP Batching.
Things I tried:
- Double checked my shader is compatible with SRP Batch
- Use GPU Instancing + Material Property Block instead (it works if all meshes are using the same property block, but unluckily it isn't possible in my case)
I know creating material instances & animating through scripts will properly work, but this sounds so hacky
I wonder if there is a better solution 🥲
Hi everybody after upgrade to URP I'm having problems with lights: in the android build the spotlights have sharp outlined border, but in the editor they are ok. Can anyone help me ?
Best option would be to animate in the shader based on static/shared data
Hmm maybe I can try rendering the animated values to a rt first
In that way I will have shared rt for all distortion effects across the scene for rendering
Will try it out if the script + material instance approach doesn't work🥲 thanks tons!
Material instances are a decent solution, and URP handles their performance nicely
You just should be manually destroying the instances or pooling them when discarding them
Hi im creating basic forest but im having some white things problems
could anyone explain me what could that possible been the cause of this problem
You're going to need provide more info about your lighting setup and a much better picture of the problem.
and wdym lighting setup
it only happens when i am away from the object
Ok, it's still a really small, dark image and difficult to see anything, but it looks like an issue with the alpha mask on far away LODs. I've had this issue a few years ago but can't remember what I did to fix it.
What can I do to reduce janked up shadows like this? Here are my URP settings, but it feels like no matter what values I try, I still get the weird shadow jank
it gets even worse when you move the camera
normal bias and depth bias mostly, I don't think you can remove it fully ever with how unity samples shadows
yeah doing some googling and that seems to be the case, technics to mitigate it but ultimately unavoidable
I wish they added a shadows blending in, which would make it a sort of transition than a hard stop, even tho it is 2x more expensive to sample shadows like that, it would definitely be nice to have that option.
any tips why some shadow is mising ?
So, anyone know what's up with scene view going gray when enabling deferred rendering? (Game view is as normal)
Make a roadmap request :p
Which specifically?
I suggest to bake the lighting with this many spotlights. Otherwise check them if shadow casting is enabled on realtime and use deferred for faster calculations with multiple lights.
Sounds like a bug. Which unity/urp version?
Restarting fixed it. but was quite weird for a bit. 2021.1
Anyone know how i can work around the use of OnRenderImage? Because it doesnt get called in urp afaik. This is the part of the code where it is being used:
{
if (_material == null)
{
_material = new Material(_shader);
_material.hideFlags = HideFlags.DontSave;
}
_verticalJumpTime += Time.deltaTime * _verticalJump * 11.3f;
var sl_thresh = Mathf.Clamp01(1.0f - _scanLineJitter * 1.2f);
var sl_disp = 0.002f + Mathf.Pow(_scanLineJitter, 3) * 0.05f;
_material.SetVector("_ScanLineJitter", new Vector2(sl_disp, sl_thresh));
var vj = new Vector2(_verticalJump, _verticalJumpTime);
_material.SetVector("_VerticalJump", vj);
_material.SetFloat("_HorizontalShake", _horizontalShake * 0.2f);
var cd = new Vector2(_colorDrift * 0.04f, Time.time * 606.11f);
_material.SetVector("_ColorDrift", cd);
Graphics.Blit(source, destination, _material);
}```
Write your RendererFeature for that with ScriptableRenderPass
Or in later versions of URP use Full Screen Pass Renderer Feature
Thanks a lot @dawn raptor ! Ill go through these and try using them, hopefully it works 🤞
In the Scene Depth node, what is 'eye' sampling?
Depth converted to eye space units what's eye space? How does it relate to clip space or camera space
it's probably vr-specific
Eye space is camera/view space, just different naming conventions. Eye depth is the -Z axis of the view space position (along camera forward)
I think technically the unit scaling is the same in world space too, as the view matrix only deals with the cameras position & rotation.
Do I need to use autodesk material just for not dealing with adding the roughness map into the alpha channel of albefo or metalic?
Is there a way to switch out the URP asset at runtime with code. I want to make a game that can use both the 3D URP graphics in some scenes, but the 2D ones in other scenes.
you can switch the renderer on your camera at any time
Ah, Thanks
Hello! I have a question about filtering/bluring textures.
In my top down tile based game every tile has a light level.
I want to blend light levels smoothly, but I don't know how.
1st image is raw light texture.
2nd image is light texture with biliniear filtering.
But as you can see blinear filtering is not enough, it looks werid.
I have tried the bicubic filtering (through the shader), but it does not look much better than bilinear.
Please help me to find the way to make smooth transition between light levels!
You would need to (Gaussian)blur the texture sufficiently for the artifacts to disappear, which is expensive. The performant Alternative is what you are already doing (bilinear sampling, box blur or mip sampling)
Should I blur the raw texture or the bilinear filtered texture?
Also the light texture is created every frame (every pixel of the texture represents a single tile). Could be really expensive to blur it every frame
I wonder how it is done in minecraft?
Does not matter which one you blur. I would avoid this architecture with updating a texture each frame if possible. But it is a required step if you want to connect cpu based logic with gpu rendering
This is minecraft with disabled "smooth lightning"
But usually it is smothed somehow
You can see different light levels on the picture
And there is no blur for sure
It’s probably a 3d texture ore more sophisticated data structure that the renderer has access to to calculate lighting
You have to give the gpu the info in some way each frame, no way around it. You should just attempt to make it as coarse/lowres as possible
I've tried to find info about smoothing of light levels in minecraft and it looks like it's somehow related to ambient occlusion
Im looking to make low poly terrain for my game, any suggestions on the best way to make such terrain?
it’s probably a blur of some kind. It’s not inherently bad. You just need to be careful with the size of it
iirc Minecraft light is effectively baked and does only partially update when e.g. a torch is placed
So the ‘texture’ that encodes the light info is infrequently pushed to the gpu
Sure, it's a good place to make an optimization, but my current problem is an inability to smoothly blur that texture anyhow
Without artifacts
It’s the same idea behind real-time GI and also unity’s dynamic lights in a scene. Just that with lights the info that the gpu needs is just a position and a level, all the rest is calculated
You can do this too: Generate/calculate your light values on the gpu, no need to smooth a texture, as you can immediately calculate the smooth value for each pixel
not one of my roadmap request got in, so not rly sure about that xD, now I mostly write the features myself, takes a lot less time 😄
If 1 person requests it, it won't get added fast. If many people request it, then the chance it will gets added gets bigger and bigger.
I'm not saying to not make it yourself, but making a suggestion with a combined forum post can go a long way to improve unity in the long term
I personally see many people complain that Unity doesn't listen to the needs of mid-big sized games, but most mid-big sized game studios I've heard just do everything in-house and never make a feature request or bug report.
Hi, I'm currently working with URP and Assetbundle to make some stuff.
I know Addressable is available but I cannot apply it to my project.
Anyway, The first image is a project that has not been built into Assetbundle, and the second image is when it has been loaded after being built into Assetbundle.
It's seems like shadows are gone.
Any solutions? Thank you
Solved Thx
What turned out to be the connection of asset bundles and shadows?
hey do someone knows why I have some reflections up here ?
I'm trying to make a a sort of outline for my playable zone
Looks like mipmaps on the texture
thank you so much was a 1 click fix !!
hey I'm having an issue with an inverse mesh hull at distance. I can see the backfacing on some triangles at distance basically.
im curious if anyone has a quick fix for this or if i have to fix it in the shader
Same issue as the one before me actually, adjsting the compression of the texture driving it fixed it
I'm having an issue issue with my transparent materials in an active scene constantly writing updates to disk causing a lot of issues with source control. Is this standard behavior?
Notably, when actually checking for changes in material, there is nothing. Unity is just causing constant lock-out operation issues with this.
Okay, I think the issue is further narrowed down to any material using "Preserve Specular Light" as a blending mode.
I'm trying to make a script that can filter materials depending on whether they cast shadows or not.
Tried to use Material.GetPassName/FindPass/etc, but impossible to get a positive for "ShadowCaster". Those materials are all using URP shaders made in ShaderGraph. GetPassCount return only 1 pass and calling GetPassName(0) return "<Unnamed Pass 0>". Best info I can get is with GetTag("RenderType") which correctly return Opaque/Cutout/etc, but that doesn't tell me much about shadows.
Is this normal behavior for URP's surface shader, a bug, or I'm doing something wrong?
Have you tried material.GetTag("LightMode") == "ShadowCaster" ?
although that's a pass tag, not a shader tag, so you might need something like Shader.FindPassTagValue
not sure, I haven't used this API
Sadly, both return an empty string without raising errors.
hello guys! Does anyone know if there are any Histogram/vectroscope that works in URP?
or do we need to capture the image and go to another software...
anyone knows what is happening here?
You appear to be swapping between Universal Render Pipeline and the built-in render pipeline in a scene that has materials incompatible with either URP or BiRP
oh
is there any way to put more than 8 lighths in urp?
yes increase the pixel light limit in the urp asset
Or used Deferred rendering, or use Forward+, each come with limitations.
wich one would you recomend me
oops missed your reply. it depends on your project really and how many more than 8 realtime lights you want to render on the same mesh
Splitting meshes and limiting light ranges can get you a lot of mileage even with the light limit (since light limits are per mesh)
That's how most games out there do
im doing a vr game, you think baking the light would be better?
I reckon you could try watching Sebastian Lague's series on procedural terrain. The very first episode shows a preview of what the final terrain looks like, and you can decide if that's low poly enough for you, and if so then you should continue watching the series.
This is also prolly the wrong channel for terrain generation, go to #⛰️┃terrain-3d instead
Baked lighting is usually a lot faster than real time lighting yes.
You can also used mixed lighting, so point lights etc are baked and the directional light is still realtime.
If you really need many realtime lights, the latest 2022.2 version supports forward+ for VR.
Yes, bake as many of the lights as you can.
Ask in #archived-lighting if you run into trouble 😉
hi, i have problem for my VR project urp, so when i use anti aliasing suddenly the UI and some costume shader wont render, already tried to revert the render pipeline to default setting but it didnt works (UI using world space and didnt use any post processing)
- Update unity
- I assume you use multiview/single pass instanced? (You should)
- Which platform is this? Windows or android/quest?
- Tried switching graphics APIs?
For android, I did read that there's bug for opengs on the oculus side when using msaa but it was for unity 2019 and I am using 2020,now I am trying to changed it to vulkan, hope it will works
Make sure to use the latest 2020 version as well, and update the oculus xr plugin, oculus integration, and all other used packages for VR
Yup, already updated the package but for some reason my company insisted to use unity 2020.3.3f, idk why but if changing graphics API will not fix it I will try to change the unity version instead
Possible that version still has the bug yeah
Yeah could be,thank you for the suggestion 
Need to be using Unity 2021.1+ and enable shadows for additional lights on the URP Asset.
oh cool thanks
k, thanks
thanks
Hey, does anyone know why this is happening on things with layer 8? I can't seem to find much info on this online
I think I figured it out
What's the "this" that's happening and what turned out to be the solution?
I am trying to set the URP quality level in-game on my HTC Vive Focus 3 headset. So I created several renderpipeline assets with different settings, created quality levels. I'm setting the level with a script at runtime. Every time I trigger the change of the quality settings, the screen turns black.
It doesn't happen in Editor or in a Desktop build, only on the Focus 3/Android.
Can you try disabling that?
Thanks. I tried it now, no change. The initial quality setting works. Only when I start switching it the screen turns black.
Then I don't know :/ Had the same when HDR was enabled haha Only way I see is try to enable/disable things ...
I made progress on the error. It only happens when I change the MSAA setting. If I only change the render scale it works.
The blue checker, I found that with URP if you have something on a layer higher than 7 it renders it strangely with those checkers. I didn't know how to add more layers to the script so I just threw it on a open layer
Hi, I'm wondering something about the Frame Debugger. I use something like this (see screenshot #1) to configure the rendering target. Why doesn't the Frame Debugger show the name of the texture (screenshot#2)? It may seem unimportant, but I have rendering problems right now and I'm starting to question everything I think I know and reality itself, so maybe that would be a good starting point lol (using URP 14.0.7 and Unity 2022.2.18)
Hello, I just created a 2D urp project, and none of the 2D lights or post processing effects anything? I also dont have the lit materials which I see on alot of peoples 2D projects which uses lighting
Stick to one channel at a time please
We don't want to spend time repeating answers already given elsewhere
In addition to double checking your post processing setup instructions, do the same to URP 2D setup instructions
soo
I created a shader
the coding one
and it's using SRP
and I don't know how to upgrade
I've tried upgrating the material using this shader
but do not work
I can only create shader graphs for shaders?
on urp?
other pre-built shaders besides the surface one are working properly
Yea, URP does not support surface shaders. The recommended way is to use graphs instead.
it's becouse the current tutorial for procedural generation is using a code shader so i dunno if I use a graph it's gonna have any problem
also, are you busy at the momment? I would like to talk to you about the toon shader you made a while ago.
for what it's worth, I've found this guide to be helpful when switching from standard pipeline to URP:
https://teodutra.com/unity/shaders/urp/graphics/2020/05/18/From-Built-in-to-URP/
Teo Dutra's portfolio
thanks, I'm gonna look it up
I also have an article https://www.cyanilux.com/tutorials/urp-shader-code/
Or you can use these as a template - https://github.com/Cyanilux/URP_ShaderCodeTemplates (written for 2021.1 iirc)
But as URP is updated you might need to fix things, while a graph would handle that automatically
Gonna look't up as well
ouhhh that's some good stuff!
does anyone uses URP 14.x? Is it considered stable? I'm running into some weeeeeird issues
the exact version is 14.0.7
or should i use an older stable version?
In my experience, Always the last update of the last version posted last year
Does not follow any logic, It's just something I do that gave me some luck with engine related Bugs
Usually best to stick to LTS versions
yeah ok makes sense
thx
time to downgrade. I'll let you know if it fixes my weird issues... 😅
Is this (reply above) what you mean by the "weird issues" or is that related to something else?
I also have a renderer features post for 2022 which might help if you don't want to downgrade - https://www.cyanilux.com/tutorials/custom-renderer-features/
@dry willow thx, I'll look into that! I'm just trying to draw some objects onto a custom texture, using the depth buffer. Nothing works so far. I'll try URP 12.x, but if it's not working either, I may post here more details. I just can't make ConfigureTarget work for some reason. Thx for asking! ^^
your documentation seem incredibly useful, it might come in handy @_@ Bookmarked!
Cleanup Blit
UnityEngine.Rendering.RenderPipelineManager:CleanupRenderPipeline ()
Anyone happen to know anything about this?
It happens on a very new project when I hit play or exit play. I barely have anything in the project.
I'm on Unity 2021.3.25f1, and it's a Unity3D URP project.
I haven't really imported any weird plugins. It's just the new input system, Cinemachine, 2D Sprite..
It also continues to happen even if I turn off the only script that exists or turn off the Player character entirely. At that point it's just a Cinemachine cam, a plane, and a cube left in the entire project.
hey people, does any one knows if I can access a static function of a scriptable object via custom functions in shader graph?, I wanna simplify my life, and if I manage to create a function that access my little array of colors and parameters, my life would be easier
You'd need to set the info yourself in code, so the other way around. The code being static doesn't matter much for this
Hi! So I just bought a pack from the asset store and I wanted to try it out a bit but I have some problems... So, you can see in the photo that I provided that I can see the shadows of the trees but not the tree... Also I can't see most of the assets from the pack ( trees, rocks, bushes, etc.) If anyone could help me it would be awesome! Also if you need any further details I will bring them here as fast as possible ( The name of the pack is Pure Nature by BK )
should the setting be "Always Include"?
thats the thing, how do I set this info? there is a way for me to create parameters via custom fuctions? or I just need to write a function to get him? can I even do that or I can only access things that are already in this shader code?
becouse I'm trying to access a c# script via the shader script
I normally use include if referenced without issue
You need to push from c# to shader, not the other way around.
You can set vectors, or set textures, and I think vectorArray (can be used for color, but does need custom shader graph nodes)
hmmm, but here is the thing, I wanna build a kinda complex shader graph, where I can make use of a struct of color/(float)location/texture to create a gradient, the texture it's not relevant to the gradient but will be for a following part of the shader, and I don't want to have to create a new color or go directly to the shader to change something when I wanna put a new color or remove it in this gradient, there is any way for me to do that?
without getting too conveluted? I know I can find a way around making a lot of color parameters and floats but that's not very... good looking on the UI
You can add arrays and use custom hlsl nodes and there loop over them or whatever. Just push the new values when they're changed.
You cannot change values in a shader at runtime without c# afaik
hmmm, okay, I'm gonna do the hard way then, but thanks for the help
Hey folks, has anyone encountered the error below when working on an Intel-based Mac? Any idea how to avoid this error? I've seen a few folks mention it in various places online, but I haven't seen any specific details as to the root cause
-[MTLIGAccelCommandBuffer blitCommandEncoder]:403: failed assertion `Already have uncommitted encoder'
I was just trying out unity's decal projector in URP and the stats window actually displays the batches/saved batches accurately for it for some reason, it doesn't work for anything else though afaik. Any idea what's up with that?
@dry willow dude @_@ Your tutorial is soooo good! My understanding of the piepline is so much better now haha Fixed all my problems. There was a few problems in my code, and now everything seems to work! Thx a lot!!
does anyone know why my editor slider takes so much height?
SerializedProperty colorSpreadProperty = property.FindPropertyRelative("colorSpread");
float colorSpreadValue = colorSpreadProperty.floatValue;
EditorGUI.Slider(position, colorSPreadLabel, colorSpreadValue, minColorSpread, maxColorSpread);
colorSpreadProperty.floatValue = colorSpreadValue;
position.y += EditorGUIUtility.singleLineHeight;
I guess depends on the height value set in the position Rect
Further questions might fit better in a scripting channel like #↕️┃editor-extensions though
hey so I'm trying to optimize texture rendering, currently using URP and I thought of changing the renderer from HighFidelity to Performant but only for the cameras that are rendering the textures not the main camera, but the option doesn't appear (only the HighFidelity appears)
the issue is that I'm rendering several textures that have very high resolutions (on purpose) and I'm looking for ways to speed up the rendering without interfering with the resolution.
I figured it out and now I got no more framedrops
Are you gonna let us know how? 😄
Not sure if this is the best place, But I have stuff in my scene with lightmaps and some without. The SRP Batching is causing them to be out of order like
With Lightmap
No Lightmap
With Lightmap
No Lightmap
what should I be doing to have the lightmapped ones go first so they batch
Make sure they use the same lightmap if there are multiple.
And maybe put the renderqueue 1 higher than the other so they render in order
Renderque where? it’s same materials and stuff only difference is some have lightmaps and some don’t
i just want all the lightmap stuff to render first then all the non lightmap stuff or something
Maybe I’m misunderstanding how it’s meant to work, just getting way more srp batches than I think I should
Hello, I have problem with shadows, or lights. It's not clear and hard to search because I don't know the cause of this. I want to remove the sharp line between the objects.
Could you let me know which settings to change? It's been a long time since I used Unity and quite hard to find solution alone.
Thanks!
On the material. Maybe have 1 for those with lightmaps and 1 without?
And if performance is fine it doesn't matter much
I see
sure, I had to go in the High Fidelity Profile and set the renderers there, now the option appears
I am rendering the auxiliary cameras using the performant renderer and I went from having 50-60 framedrops every time I render to having 5-6 fps drops which is not even noticeable since it runs at over 300 fps
Nice
I have a question referencing URP.
I have a 2d sprite and what I am trying to do is get certain parts of it to light up, that seems easy enough (I separated them out via photoshop, and divided them into 2 separate sprites, a sprite renderer on an empty game object and then added the light2d script), but I also want to do falloff so that its not just intensity to try and make it "glow", how do I go about that?
I have done it on other sprites by using pointlights, but the pattern on this sprite is too complex for that imo.
Couldn't you apply a blur to the texture containing the parts you separated in photoshop?
Can't you just use a secondary texture in the emission slot?
URP sprite shaders don't support emission even to this day, do they
Of course they do
I don't recall if the default one has it active, but the sprite lit master node has emission
I mean, I prefer not to use the 2d lighting renderer at all but if you must...
I think you're misremembering. The Sprite Lit does not have the Emission port
But you can set the Sprite Mask port, then have a Global 2D Light with Blend Style of Multiply/Additive with Mask(R) to somewhat simulate it.
Good to know that's an option
Shouldn't an emissive texture be technically pretty trivial?
It should just need to add the value on top of the shaded result like the Lit shader does. I really don't know why the Sprite Lit doesn't have that. 😔
I'm trying to add a probe volume to my scene in Unity 2023.2 and am seeing this error message. Any idea what I need to change? APV doesn't seem to be very well documented for URP right now:
The second means you need to (re) bake the lights
The first not too sure. Did you make an asset for this scene's lighting settings?
It turns out it was pretty simple and that I did just need to assign a volume asset in my URP asset. I was just being thrown off quite a bit as I can't seem to find a way to display the probes that the volume generates automatically when the scene is baked again successfully. Instead I verified it using the ol' "dragging a sphere around the room" trick. It's very impressive!
hi, i have deadline till tomorrow and i need this picture for portrait of my hero, can someone spend a minute to fix the eyes? I lack graphic skills
which one is the good one? also i asked for a thing that takes a minute for someone who knows what are they doing, soo....
No
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any tips how to remove this artifact ?
i not using it
is this mean i need to do something with mesh on 3d software ?
yeah. this is baked light for VR
i using baked light to get better performence
Too many lightmap UV seams and not enough padding between, so they bleed over
Enabling lightmap UV stitching may help
But more likely it's that your lightmap is too cramped if you have too many complex meshes with lightmapping
The chairs for example could be lit by probes instead of the lightmap
thanks
i will try it
you mean this ?
Yes
ok
To diagnose the problem exactly you'd have to look at the baked lightmap data and find problems there, like some meshes taking up too much space by causing too many islands or islands being too close to each other
i still dont know where the problem
so can you mark it for me if you dont mind ?
because after i using light probe the result get worse
I don't see anything too weird here about the UVs
Maybe inefficient use of space with the large areas of meshes occluded by other meshes
What's your lightmap padding? It should be at least two, but you could try increasing it to three or four
It's probably not because of it
Even with some wasted space it should use the lightmap more efficiently and actually include the specified padding, not sure why it doesn't
An ideal mesh for baked lightmapping consists of angular geometry, if that's an option, doesn't have overlapping geometry and has contiguous connections between geometry
So no loose parts or seams
but my mesh it's just a cube
so why the the artifact show up 😦
Because it's UV region is less than one texture pixel away from another UV region on the UV map
Is mesh seam stitching enabled?
yes