#archived-urp

1 messages · Page 8 of 1

knotty tide
fast nacelle
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can't find any way to create this blurred screen corners effect been googling for 30 minutes and found nothing

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any help?? pls

fast nacelle
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already tried im using urp there isn't any direct blur other than depth of field whcih doesn't have a mask

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that's what im tryna figure out 😭

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can u help? im on 2023 alpha

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ty alot u saved me

spark pumice
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So for some reason my water shader looks like this in the scene

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but like this in the game

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but the shader itself is working

sinful gorge
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@spark pumice
Which Unity/URP version?
Which device?
Does the device use the same active quality tier as you use in editor? (marked green)

spark pumice
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Unity 2022.1.22f
Windows 11
Yes yes it does

sinful gorge
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Worth trying to update to the latest tech stream.
I assume win 11 is also the build target?

kindred plume
marble vigil
kindred plume
kindred plume
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Ok I tried a lot of effect assets in the unity asset store. Two of them I do really like however I always get this error:

Shader properties can't be added to this global property sheet. Trying to add _GrabTexture_TexelSize (type 2 count 1)

How come I have so much trouble simply using nice visual effects 😦

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I read about that error and I can't find a real solution for that. People seem to give up in the forums

spark pumice
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Also the URP is updated to its max

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And i cant change the projects unity version

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Unless i unibstall urp and try to do stuff without it

sinful gorge
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@spark pumice Why cant you update unity without updating URP?

spark pumice
sinful gorge
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Tbh the upgrades ive done never gave many issues within the same yearly release.
Old versions, especially non LTS ones, and especially the .1 streams usually have a lot of issues. If your project is not set up in a way it can be upgraded and you keep building up on it you might be shooting yourself in the foot

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Just make a branch and test the latest 2022.2 version

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If it doesnt work reverse changes

spark pumice
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looks like its on medium even that it says its on max

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how do i change this?

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nvm

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changed it

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still does not work

sinful gorge
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Is android on ultra now?

marble vigil
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Shaders in general cannot be converted from BiRP to other RPs

spark pumice
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but its too late no

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w

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i just tried uninstalling URP

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going to see what that will do

summer surge
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yo whenever i launch the game all the waterfalls get extreme (i would asume) bloom

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idk how to fix it

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but its not constant

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it flickers on and off randomly every few frames

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looks like papparazi

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i turned off post prosecing bloom in the camera and that didn't help

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the entire waterfall is particle based

spark pumice
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BRUH WHAT THE FUCK

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Cmon man

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i need to work on this game and everything i stopping me

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stupid shit

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nothing works

spark pumice
sinful gorge
spark pumice
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for some reason i did everything to fix it

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and it just wont

sinful gorge
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Calm down

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What does it say in unity hub under licenses? And did you already restart your PC?

spark pumice
# sinful gorge Calm down

sorry im really stressed and when i try to code to relax myself and it just breaks for no reason and with problems that i never had i get kinda frustrated

spark pumice
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nvm i fixed it

knotty tide
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If I use the light probe group, will it reduce performance for VR (Oculus)?

sinful gorge
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Nope, it's in 2021+
In quality settings you can set textures to half res

wicked barn
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I finally need an answer to this question: how can I create an outline shader in URP? I used to have that built-in RP shader that just did two passes, and that worked nicely. I even could give every object a different outline color. I could give them dashed lines if I wanted. So how do I recreate all that in URP?

feral knot
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Hi, is it possible to do box clipping in urp ? When I'm googling for it, I find solution that only works in 3D.

the thing is, I even wonder if it's doable since I can only set on alpha and alpha clip threshold

sinful gorge
placid laurel
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why tree trunk is more visible than the tree leaves

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using the lit shader

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can anyone help?

queen cloak
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Im trying to render objects on a specific layer using ScriptableRenderContext.DrawRenderers, but I would like to not render the skybox in my custom render pass. Effectively recreating a camera that renders to a render texture within a ScriptableRenderPass.

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But im not sure how I can do this because I dont want the skybox either

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Any pointers on how I can achieve this?

rustic tiger
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hi

marble vigil
placid laurel
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You are Awesome sir

fading seal
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should stuff drawn with DrawMeshInstancedIndirect be affected by post processing?

dry willow
fading seal
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thanks, might have a bug to report then

dry willow
fading seal
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fullscreen effect, with calling DrawMeshInstancedIndirect inside of the SimulationSystemGroup for ecs

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i actually dont think anything is affecting it but thats the one that stands out(pixelated effect), reporting another bug atm

worn hamlet
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hello, I am not sure where to post this but I have a script that takes some cameras, renders a single frame and outputs it on a render texture which goes as an emission map to a material.

It works fine it editor and looks good, but when I build the game and try doing it in the game, it's just plain black, what could be the cause of the issue?

rough grove
dry willow
rough grove
dry willow
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Though it's possible that has been fixed already in newer versions, mine is a bit behind

rough grove
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yes, it's more stable now i guess.

pseudo thorn
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2022 has some show stoppers still

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but if they don't impact your or assets it's pretty nice

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most of what's broken ime has been with hdrp.. make a backup and give it a try, couldn't hurt (as long as backup >:D )

rare goblet
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I'm currently trying to make a shader that remaps lighting values to a gradient, and have an implementation of this in blender, but I'm realizing that all the current cel shaders I've seen seem to have to code their own lighting in order to access it?

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Is there any way around this in the latest unity version, or am I just going to have to bite the bullet and figure out an hlsl function to give me the basic lighting from the lit shader so I can modify the colors of it?

rugged mist
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does anyone know why my box projection check is grayed out?

errant ivy
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Getting a shader error: Shader error in 'Shader Graphs/ArnoldStandardSurface': maximum ps_4_0 sampler register index (16) exceeded at line 3734 (on d3d11). Does anyone now how to fix it?

sinful gorge
sweet moon
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i got urp a while ago and now this is happening with lights on pro builder

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anyone know how to fix?

copper pilot
# wicked barn I finally need an answer to this question: how can I create an outline shader in...

That is an extremely complicated question. The usual method is to use a renderer feature such as https://github.com/Robinseibold/Unity-URP-Outlines but there are several methods and several implementations

GitHub

A custom renderer feature for screen space outlines - GitHub - Robinseibold/Unity-URP-Outlines: A custom renderer feature for screen space outlines

copper pilot
copper pilot
feral knot
marble vigil
spark pumice
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so im having this renderer problem

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with an ortographic camera on a terrain

past relic
clear totem
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Why this slide model that in blender takes only 15000 triangles in unity it takes like 200+ triangles? And why without the model it only does like 50-100 batches and with the model it does 1000+?

torpid matrix
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Does anyone knwo why my object looks like this after it was baked

scenic burrow
marble vigil
marble vigil
clear totem
marble vigil
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And what we're seeing in the preview are definitely from realtime shadow casters

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Sometimes blender exports accidentally include lights

clear totem
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I have only 6 point lights, and they're baked.

clear totem
marble vigil
clear totem
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These are my lighting settings

marble vigil
# clear totem

This does not reveal realtime lights you might have in the scene

clear totem
marble vigil
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Light Explorer would

clear totem
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ok lemme see

marble vigil
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Note that mixed lights count as realtime for this purpose

clear totem
marble vigil
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Is that what you see while the frame debugger reports additional light shadow casters?

clear totem
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lemme see

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The debugger tells me only which mesh is affected by an unknown light, not which light affects a mesh (as I'm seeing, I discovered the frame debugger just a few weeks ago)

marble vigil
clear totem
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Imma investigate like sherlock holmes does just wait a bit

lunar pond
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guys why isnt my camera showing anything even though i have objects and camera is in perfect spot

limpid crescent
marble vigil
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Camera culling layers seem like the most reasonable explanation

lunar pond
haughty garnet
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https://i.imgur.com/kzyJndt.jpg
https://i.imgur.com/dpARBos.png
So I've been playing around with ideas for a fog and I've went back to playing around with rendering orders to create a neat layering effect. Here, I create a cylinder which I use like a mask that my camera projects through, revealing only a specific area, and allowing me to hide enemies on the outside. The problem I am having is the depth that I am rendering, it seems that there's no one good position that I can position this mask to get the information needed to render the tops of objects with the mask, even if I am rendering stuff further in the distance.

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Is the idea here to use a second camera, such that it projects directly downwards? I assume there's a lot more to that such as removing backface culling(I think an overlay is a better idea but even then I don't have the depth info to make it work), but can anyone tell me this is the direction I should be aiming for?

haughty garnet
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It's as if I need to project the mask onto the area, which I'm not sure if that's doable with this current setup of using custom render objects.

zinc root
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Hello everyone, so im just starting with shader graphs and I have this issue. When I create a material using a shader graph, and put the mat on some object, the bloom I have does not work, even though I have emission intensity set to 30. When I create a normal material tho, and put emission intensity to also 30, bloom does work.

Unity version: 2021.3.8f1
URP

limpid crescent
sinful gorge
haughty garnet
copper pilot
spark pumice
copper pilot
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It looks very nice.

haughty garnet
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It's exactly how I wanted to do the fog

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The fog is just a transparent plane being rendered above the level, and the camera is projecting downward above it. I've got a mesh with the mask, in this case a cylinder, that's at my character's feet that reveals a layer around them.

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Sphere works fine too, but the cylinder gives me the depth I want for when I have a bit more elevation.

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Need to give it a nice shader for the edges

zinc root
copper pilot
nova bear
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I've been having a weird issue with Ambient Occlusion in URP. Mostly it seems fine, but when I set direct lighting strength to zero, it still removes environment reflections in direct sunlight, making for an ugly brown tint without any darkening on areas exposed to sun. This definitely feels like a bug. Notice the brown area in where the wall meets the floor. This means ssao is occluding both ambient light and environment reflections, erroneously even when there should be no visible impact on areas of direct sunlight.

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It is made more obvious by toggling on and off ssao

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Feels like a bug. I have confirmed the issue is in fact the occlusion of ambient light and environment reflections, as by turning off both of those intensities in lighting settings, toggling SSAO has no effect.

haughty garnet
soft tartan
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Does anyone know of any resources on how to use GPU instancing with SRP?

Thanks in advance guys

marble vigil
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tl;dr you disable SRP batching compatibility to allow for GPU instancing
but GPU instancing usually loses in performance against SRP batching

sinful gorge
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Then use that, you can put it on the asset store and might make some money by doing it

errant ivy
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Please help me. Internal error communicating with the shader compiler process. Please report a bug including this shader and the editor log. I did everything but this bug continues to happen in ArnoldStandardSurface Shader

brave schooner
nova bear
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Wow you're right, It's not even particularly performant either. How did they (the urp dev team) mess up SSAO this bad?

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Tbh HDRP's SSAO is faster

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Not to mention better looking

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Does it have something to do with URP not being able to use compute shaders maybe?

errant ivy
brave schooner
errant ivy
tacit jackal
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Could anyone help me with this URP assignment I have

placid laurel
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Is there any way to add parallax to terrain in URP?

green frigate
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I imported Kink3d's decal(kDecal) package into my project, however I am getting the following error.
Library\PackageCache\com.kink3d.decals@3929e9d638\Runtime\KDecalRendererFeature.cs(5,6): error CS0122: 'DisallowMultipleRendererFeature' is inaccessible due to its protection level
Tried changing the protection level of the file in the URP package but Unity automatically rebuilt it to the original version.
Any suggestions?

sinful gorge
sinful gorge
modest horizon
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I think he might be referring to parallax/relief shader.

placid laurel
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Sorry for the late response, I was asleep lol

sinful gorge
placid laurel
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Ah yeah, I probably won't then, I use Vegetation Studio, and want to keep using the unity terrain system, I thought I might not be able to

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Thanks for the tip though!

low parcel
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Using custom renderfeatures I'm drawing two layers to different textures and blending between them.
So far so good... UNTIL I try to render both opaques and transparents to the second RTHandle.
They should be set up to use the (secondary) depth map, but the renderfeature later in the queue always completely overwrites the earlier one. Is it possible to write the second layer on top of the first, or do I need to blit to a temporary texture or something?

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Perhaps it would be simpler to move to a 2-camera setup. I would like to understand what is going wrong though.

dry willow
low parcel
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Is it a problem if the OnCameraSetup stuff (including the ReallocateIfNeeded call) gets run twice? I already put ConfigureClear behind the 'Clear' bool in the screenshot, that didn't seem to help

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I figured 'ReallocateIfNeeded' would only make sure the memory data is allocated if it wasn't already

dry willow
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Can maybe check the Frame Debugger, check they are rendering into the same target.

low parcel
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there's no clear in between

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UnityChanThink I think they're writing to different RTHandles. I assumed using the same name would point them to the same handle, but on second thought probably not

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👍 that was the problem

eager karma
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Hello, does anyone know why i cant edit urp settings on the inspectoR ?

dry willow
eager karma
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İn my project settings, urp is set to non, and whenever i change it to something else, everhthing becomes purple

dry willow
# eager karma İn my project settings, urp is set to non, and whenever i change it to something...

If the scriptable pipeline asset is set to None, you are not using URP. You are using the Built-in pipeline.
Each pipeline has different materials/shaders (and different post processing, other things might need tweaking too). If you want to switch, you'd need to convert them. See : https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/InstallURPIntoAProject.html
I'd recommend backing the project up before any changes, that way you can rollback if necessary.

eager karma
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oh im so overwhelmed with this rn. I changed my mind ill be a dancer instead

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thank you for your help

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!

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❤️

marble vigil
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If you don't want to face the Render Pipelines right now you won't need to
Just stick to the one you created your project from, so Built-in RP in this case
Though you may need to be on a lookout for which RP the tutorials and resources are made for to avoid incompatibilities

exotic fractal
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why does my unity urp do this

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i got everything going for it and all my materials are on lit and when i enter play mode all the textures become pink

marble vigil
exotic fractal
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it started after i switched it to urp

marble vigil
marble vigil
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@exotic fractal The explanations I can find about why scene view could work but play mode not seems to have to do with custom shaders, but you implied you're not using any?

exotic fractal
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i fixed it

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the render pipeline asset wasnt there

errant ivy
brave schooner
brave schooner
errant ivy
verbal light
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I've discovered in URP, when using the decals renderer feature with Screen Space, the mesh is rendered with flat shading if using forward instead of deferred as the rendering mode. My project doesn't support dbuffers, so I have to render with screen space.

Any suggestions as to any possible ways to make the shading appear smooth, or ideas as to why deferred means the shading must be flat?

brave schooner
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This still relates to you importing an asset that isn't built/optimized for Unity

errant ivy
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But thanks a lot

brave schooner
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forum link

tranquil pendant
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Can anyone tell me why my textures look like this in Unity URP 2020? Only in editor and player. In the project folder they look perfectly normal without this dotted look?

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Textures are TGA. Maybe that's the issue. If I use another format the artifacts go away?

iron compass
tranquil pendant
marble vigil
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If so, it may be best to compare the cost of reducing compression, using higher resolution textures or using detail maps to conceal the problem

placid laurel
clear totem
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there is any way to use Decals render feature with forward rendering path?

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Cause if I set my rendering path to forward everything in the game viewport turns transparent and I can only see UI and Skybox

dim tinsel
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Where can I find urp shading coding documentation ?

plain jetty
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how do I edit shadow resolution at runtime

marble vigil
dim tinsel
marble vigil
dim tinsel
marble vigil
cyan oak
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I blit to a temporary render texture and back again in a custom render pass

When I apply a material to the "target -> temp" blit that turns everything white... then everything turns white (duh)
When I also apply the same material to the "temp -> target" return blit everything is still white (duh)

Except when I have an orthographic camera. Then objects in my scene get displayed on top of the white color. But ONLY if I'm applying a material when blitting back from temp to target. What am I missing?

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Edit: Fixed with "ZTest Off" -- can someone explain what was going on?

nova bear
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I'm messing around with implement VSM's in URP. I need to copy the shadow buffer to a separate buffer for me to manipulate. I managed to acess the RenderTexture for the shadow buffer with BaseShadowMap = (RenderTexture)Shader.GetGlobalTexture("_AdditionalLightsShadowmapTexture");but for some reason, the texture is null for the first frame that I try to acess it in OnCameraSetup. It works fine afterwards.

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(This is all in a custom render pass & feature obviously)

cyan talon
delicate barn
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anyone know how to apply shaders to an overlay camera? or any camera tbh. I have My main camera dispalying to render texture and another camera rendering specific stuff (like hover effects etc) rendering to the same render texture as ontop (i think) (the render texture then fills up the UI so i can actuall see the game). I would like to apply shaders to the overlay camera but i dont think i can put materials on it. Dont even know if this is right way to go about this

ivory prism
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How do you fix these kinds of baking artifacts?

marble vigil
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The area is so small and dim it's hard to rule out most of the potential issues

ivory prism
marble vigil
ivory prism
neon depot
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So here's my cry for help in Unity URP 2D:
Simply I wanted to add a pixelation fade effect to my 2d game (kinda like in Super Mario World or The Binding of Isaac). I made a shader graph which would let me do just that. Then I went to "Render 2D Data" asset file, and added a "Fullscreen Pass Render Feature". I placed in a material which uses the shader I made (it's a fullscreen shader), and played the game expecting the shader to work. Instead the camera didn't render any sprites at all (only UI), and console was sending an error every frame:ArgumentNullException: Value cannot be null. Parameter name: material
Even if I leave the Pass material as the default "FullscreenInvertColors" this error still persists. Nothing I've tried has made it go away at all. There is also this warning: Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
But i'm pretty sure that's just the result of the first error triggering. Does anyone have any idea what this null error can be? I seriously dont know

ivory prism
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I guess I just have to not place my level there???

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This makes no sense

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it is literally all duplicates of the same tile, and there is NOTHING ELSE active in the scene

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everytime i go to lighting -> clear baked data it fixes the problem, until i go into playmode and back and suddenly the problem reappears

zinc tide
ivory prism
halcyon anchor
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(just realized this channel exists, hopping over from #archived-code-general)
How can I get sprite masks working on a URP render texture? I've been going down a rabbit hole for an hour now, I've found it has something to do with these settings, but I can't figure out what to do

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Here's all the settings on the camera rendering to that texture

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Would it be possible to use a built-in RP camera alongside the URP ones? I don't need any post-processing features for the water tex really, it's just getting mangled through a displacement map and tinted blue xD

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the only sources ive found so far btw:
"In the render texture, try to change 'Depth Buffer' to 'At least 24 bits depth (with stencil)'" (https://forum.unity.com/threads/how-to-mask-render-texture.374634/)
"I know this is old but I stepped into this problem now with Unity 2020 and I could solve it by changing 'Depth Buffer' into RenderTexture object on Project Tab to 'At least 24 bits depth (with stencil)'" (https://answers.unity.com/questions/1527856/are-sprite-masks-incompatible-with-render-textures.html)

copper pilot
# ivory prism what.

looks like it might be switching from realtime to baked and the data for one of those things is wrong?

copper pilot
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The default render texture doesn't include the stencil buffer, so you need to change it to include stencil like that quote suggests

ivory prism
halcyon anchor
halcyon anchor
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Ooo

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my render tex doesnt have that option

halcyon anchor
copper pilot
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Hm

halcyon anchor
# copper pilot Hm

Here's how i created that one. unity ver is 2022.1.3f1, incase that matters

copper pilot
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I dunno. I've not tried using masks with RTs either, so just going off of general knowledge of how they work

halcyon anchor
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Heck.

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ty for the help <3

neon depot
kindred forge
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Hi! What's the roadmap for heightmaps and tessellation to be added to URP shadegraph? It's quite limiting not having these basic features, in a otherwise amazing tool.

olive birch
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is there any way that i can get this renderer feature during runtime? i want to play with the width value through settings.

dry willow
olive birch
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thanks, that worked.

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it's giving me access to the name but not the OutlineSettings field.

verbal light
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when I use the built in decal system with screenspace decals on the forward renderer, my geometry appears flat. Does anyone know what could be causing this?

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Alternatively, any good alternatives to the renderer feature decal system?

soft lion
# verbal light when I use the built in decal system with screenspace decals on the forward rend...

As far as you are not using deferred rendering path, the accurate normals of the rendered image are not available after the rendering because theres no normal texture generated, only depth and color textures are available. That means the normals for the decals have to be reconstructed from the depth texture which doesnt know anything about those "fake" normals that are used to make even really blocky meshes appear smooth. Id try the DBuffer method for the Decals feature which Im bit unsure how it works but it sounds like it could work, if not, im out of ideas (making the background objects more dense obviously would make the surface smoother)

verbal light
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dbuffer method breaks on webgl export unfortunately. Seems to otherwise behave nicely with the forward renderer

lavish onyx
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I'm using a ScriptableRenderPass to blit the depth texture (just after DepthOnlyPass is executed) to a new RTHandle, then setting that to a globaltexture via the CommandBuffer. But it seems like it's a frame behind or doing something else a bit weird? Anyone seen anything like this before?

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Technically, i can just read from the actual depth buffer, but I'm interested in knowing where i'm going wrong.

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OH! Is it because DepthPrePass is actually clearing depth before I do my copy?! So I'm just "lucking out" on getting the actual depth? 😮

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I really am finding it hard to tell where the depth buffer goes!

paper folio
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Am I not supposed to run the URP Terrain Demo on Intel Comet Lake UHD Graphics or what

rocky hawk
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Does anyone know how to fix this scene editor camera tilt

analog sentinel
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it says sometime in june

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wtf it literally just dropped I checked the hub a few minutes ago

sinful gorge
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Cool!

silk ore
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Some of out users (mostly RTX users) experience random crashes when playing DirectX11 version of the game with no informations in the logs since we update Unity to 2021.3.25. anyone experiencing this?

scenic burrow
grim latch
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Could someone give me a help with this problem that has been hapening in the past few days with the editor? Sometimes, when I'm changing some values with any urp material, the editor suddenly gives this message and stay at this state until i force quit unity using the task manager, and this leads to loss of some recent data of the scene that I was working in...

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I haven't been able to find any possible fix to this problem on the forums either...

grim latch
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I think not, I honestly don't know...

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I don't know if this could influence, but do you know if cinemachine has any influence on this problem?

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I'm using Dolly tracks on this project and I've seem that it could be causing some problems but I don't know why

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But at first the problem was only happening while changing materials

upbeat glen
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I want my material on the player to be transparent for when I want to see through the player, but its causing the arm to be drawn on top of the body. In the image u can see that the left arm is fully visible when it shouldnt be, and the alpha is set to the max.
Is there some URP shader or setting I can apply to fix this? i dont know much about shaders or rendering

sharp shell
dry willow
upbeat glen
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thank you

solar agate
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hello does anyone know why this happens when I look up?

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i made the game pixelated on purpose but when I look up it drags out the textures happened after i switched to a deferred shader

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nevermind it was because i had no roof at the time and the skybox was doing that

wraith osprey
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Hi folks!
I was wondering can if i can use the same render pass for main and secondary camera. Not to render the same stuff twice. Like for scope on a rifle but scope would use the same pass as the main camera

cold gyro
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Is there a way to have multiple cameras with different post processing effects applied? Because I want the main camera to render the game with multiple effects, and then have an UI camera with only Bloom

dry willow
upper plume
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Hi, I'm trying to use the Dynamic Resolution(https://docs.unity3d.com/Manual/DynamicResolution.html) but enabling the toggle on the camera changes the resulting render as seen in the gif. I looked around and couldn't find any info about this. I wonder if others have encountered this before and knows of a fix?

glacial leaf
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hello, ive been looking around on the internet and cant find anything on how to access these values from a scriptablerenderfeature in script? im trying to change the width value. thanks

dry willow
glacial leaf
silk marlin
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I'm having problems with URP and line renderer
in unity 2023.1.17b
the renderer seems to be invisible
when I put any URP materials

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it seems to only work withs own custom material

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is there a way to make shader/material that work on line rendered

marble vigil
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Line (and trail) renderers prefer to use particle shader materials, you'd use URP's particle shaders

silk marlin
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can I make a custom URP particle shader?

marble vigil
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Sprite shaders require some variety of sprite renderer component

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Yes

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The main feature of particle shaders is that they combine vertex color with the base color and texture

#

Because particle, line and trail renderers use vertex color for coloring

silk marlin
#

I see

#

so I should put the colour output to vertex color

#

rather than fragment?

marble vigil
silk marlin
#

and shader graphs

#

so I'm not sure how to do that

#

here I'll show my shader

marble vigil
#

I assume you want "Material" to be "unlit" rather than "sprite lit"
Sprite lit is only for a sprite renderer that will receive 2D lighting with the 2D renderer

silk marlin
#

I see

#

yep

#

seems to be working now

#

yeah just alpha is off

#

I assume I can just split the final output's alpha

#

and put it there

marble vigil
# silk marlin

Then you'd plug Power output to Alpha input
You can then plug Vertex Color node's output to Base Color input if you want the trail renderer to be able to determine laser color

#

no split

silk marlin
#

there we go

#

thank you so much!

barren vine
#

is it possible to make good looking terrains with urp?

#

maybe not top level, but mostly realistic

placid laurel
#

can anyone help me with urp

#

its going purple and i cannot stop it

#

im trying to make it look like a portal kind using holowall

#

where the cubemap is like a portal but u cant go through it

#

can anyone help me with it

soft lion
#

Now you have made it very unclear what is purple and what you are trying to do, especially how you are trying to make it look like described above

placid laurel
#

like a skybox cube

#

like

#

like this

#

how do i make it so urp dose this because rn its

soft lion
#

Formulate proper question so that people who cant read your mind could potentially be able to help, otherwise im out

soft lion
#

Yes, im an ai, have a nice day, hope someone other understands you better than I do…

placid laurel
#

any human mind helping

#

thats a no

#

well

#

time to find a vc

#

wait

#

wheres the vc

copper pilot
somber lagoon
#

Hey guys 🙂 Im quite new to shader programming and i try to get into it. Right now i try to learn it using some Youtube tutorials but its pretty messy and its hard to find good ones that explain everything neccessary. How and where did you learn HLSL for urp? Any suggestions where i could start or which tutorials to watch?

paper vine
#

How can I sample the directional lights shadow map from within a shader (NOT SHADER GRAPH)

#

i.e. sample shadow mask at screen position, get float value back where 0 = not in shadow 1 = in shadow

#

Something like this seems to exist for built-in RP called UNITY_SAMPLE_SHADOW

#

is there a equivalent function for URP?

placid laurel
dry willow
# paper vine How can I sample the directional lights shadow map from within a shader **(NOT S...

Shader graph doesn't actually expose that much lighting info so you need to use custom function w/ hlsl code anyway. So even if you find resources for that it would tell you how to handle it in code.

Assuming the shader is including the URP ShaderLibrary files (e.g. Core.hlsl & Lighting.hlsl), you'd have access it's functions. It's not really documented, but you can read over Lighting.hlsl, RealtimeLights.hlsl and Shadows.hlsl to look for functions.

For the shadowmap specifically, you can use :

#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
    float4 shadowCoord = ComputeScreenPos(TransformWorldToHClip(positionWS));
#else
    float4 shadowCoord = TransformWorldToShadowCoord(positionWS);
#endif
ShadowAtten = MainLightShadow(shadowCoord, positionWS, shadowmask, _MainLightOcclusionProbes);

If you need to support shadowmask, set that param to SAMPLE_SHADOWMASK(lightmapUV), otherwise can just use half4(1,1,1,1).

Alternatively, using Light light = GetMainLight(shadowCoord); does the same thing, then can access the .shadowAttenuation along with other data like the .direction, .color, etc.

The shader also needs the correct pragmas :

#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
// #pragma multi_compile _ SHADOWS_SHADOWMASK (if you need to support that)
dry willow
paper vine
#

I'm not trying to get shadows to be casted on my object. I'm trying to sample the shadow map at an XY position and get a value back

somber lagoon
#

oh sick i already scrolled a bit through your articele about scene depth. Pretty well written if i may say so 🙂 thanks for doing this. I didnt have this one one sceen tho. ill take a look into it

paper vine
#

There seems to be an equivalent called SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3)

where textureName should be _ScreenSpaceShadowmapTexture but I cannot seem to get _ScreenSpaceShadowmapTexture to be recognized. I'm including Shadows.hlsl from the ShaderLibrary and define _ScreenSpaceShadowmapTexture like

TEXTURE2D_X(_ScreenSpaceShadowmapTexture);

Inside a cbuffer, but I still get an error

#

and yes, I have the render feature enabled

dry willow
#

Should likely also use the SampleScreenSpaceShadowmap(shadowCoord) function rather than SAMPLE_TEXTURE2D_SHADOW

paper vine
#

hmm this doesn't seem to be the correct way to go about what I'm trying to do

#

https://www.youtube.com/watch?v=fSNdZ82I-eQ Trying to recreate this effect. In the description they say "Using the light-space shadow map of the sun, I can project some quads on the scene to compute sunbeams (god rays) with just some texture sampling"

but I'm not sure what they meant by projecting quads in this context

Date of Recording: 2021-01-23

Using the light-space shadow map of the sun, I can project some quads on the scene to compute sunbeams (god rays) with just some texture sampling, without the need to do any raycasting or raytracing. This effect can then be modulated by the camera angle, time of day, and rain density, to create some pretty nice atm...

▶ Play video
#

I thought it was using the shadow map as a mask

#

someone else described it as a 1D histogram of the shadowmap but didn't really elaborate on what projecting means in this context or how the projection should be done

#

my only guess is that they're projected like an old school stencil shadow?

somber lagoon
#

@dry willow do you know how to loop through all the lights with the new forward+ rendering path?
With the Forward i used this code:

uint lightCount = GetAdditionalLightsCount();
for (uint i = 0; i < lightCount; i++)
{
Light additionalLight = GetAdditionalLight(i, c.positionWS, 1);
// Do something with the light here!
}

but i also used:
Light mainLight = GetMainLight(c.shadowCoord, c.positionWS, 1);
to react to the main light source.

as far as i understood i can simply loop through all lights now with forward+?

dry willow
# paper vine https://www.youtube.com/watch?v=fSNdZ82I-eQ Trying to recreate this effect. In t...

I believe they aren't just sampling a screenspace shadowmap. It probably won't be easy to replicate, and I'm just guessing a bit here, but I think it's the regular shadowmap sampling I mentioned earlier with positionWS.

From a comment, it sounds like it's sampled multiple times with different positions calculated by ray-plane intersections. Those planes being at different depths and aligned to light direction (maybe along the camera forward vector & normal of cross(lightDir, float3(0,1,0))?)

dry willow
stoic imp
#

Hi, guys! My team and I released a 2D mobile game with built-in renderer, and we are working on an update considering switching the project to 2022 LTS and maybe updating the renderer to URP. Our question is: will URP improve the general performance of the game?

#

Is URP more efficient and more performant that built-in for mobile games in 2023?

copper pilot
paper vine
#

bit confused on how to project a mesh in the direction of the main light from within a vertex shader.

//Project along light direction (l.direction)
IN.positionOS.xyz += //projection along light direction
#

white quad is what I currently have, grey quad is what I want.

copper pilot
paper vine
#

well im still trying to figure out that whole scale part.

#

anyone?

copper pilot
#

They don't even specify whether they are doing it in the shader.

paper vine
#

"I can project some quads on the scene to compute sunbeams (god rays) with just some texture sampling"

copper pilot
#

Yeah, which doesn't specify whether he's doing it in a shader. You can sample a texture in a script, too.

hot leaf
#

i switched to urp and i'm getting this error. it happens after exiting play mode if i ever paused it.

#

i'm using unity 2022.1.15f1, i have 1 camera and it has universal additional camera data component

main canyon
#

you should use latest lts because lts of 2022 is already out

hot leaf
main canyon
stoic imp
paper vine
placid kite
#

Anyone ever have an issue of half a point light not casting light? Like the left side is only casting light, not the right side. If I move it round the lighting changes, but nothing happens if I rotate it, just one half stays lit...

#

If I turn off shadows nothing happens...

copper pilot
copper pilot
#

Are you using deferred lighting?

placid kite
#

Ah forward rendering

torpid saffron
#

what is the difference between build-in and URP?
And what should I use?

copper pilot
#

I ended up 'fixing' it by making a fresh project and moving my assets over, so I dunno what to suggest.

copper pilot
#

There is a good feature comparison in the unity docs

torpid saffron
copper pilot
#

It depend on your project.

placid kite
copper pilot
#

Some projects will benefit significantly from it, others won't.

placid kite
#

Does point light shadow work for urp?

copper pilot
#

And some platforms (especially on vr) apparently have serious performance problems in urp in the current version. So that is worth looking into.

copper pilot
torpid saffron
placid kite
#

Well that didn't fix it, and I have changed every render setting I can find. New project time, and 6+ hours of compiling 🤣 😅 😭

blazing crypt
#

Has anyone upgraded to Unity 2022 and tried the forward+ rendering? If so, what’s it like compared to using deferred?

covert pumice
#

Does URP Render Objects Render feature not support depth writing/reading?

#

Seems like only happening if you try to add something after post processing

steady heron
#

Hey folks, any way to separate Unity's layers at all ? I have objects that are on a specific layer in order to prevent physics collisions with one another (and maybe other layers) but i also need to set them a specific layer among with most of the objects for Post processing purposes.. how should i go around this ? If there was another way of ignoring collisions without using layers this wouldnt be a problem (or if layers wasnt intertwining rendering and physics so hard)

soft lion
iron compass
silk ore
#

I've searched everywhere about this, but I cannot find recent informations;
Is streaming virtual textures still NOT supported with asset bundles?

grand zodiac
#

Hey I'm looking for a way to implement some custom shading with the Light2D system in URP. Right now its just a component with a sprite, but I would like to use the same functionality, but adding some vertex animation to it.

I searched around and found that you can apparently do it like this https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/2d-customlit.html but the documentation is very limited and doesn't really explain well enough how to do it. Has anyone else tried it? I can't get anything working. Basically I want these functions from this component (see image), and add some animation, which I can't because theres no exposed shader tied to it.

#

Im on URP 12.1.7

marble vigil
#

Or is your goal to animate the 2D lights themselves

grand zodiac
#

Yeah, so I really like using the volume intensity slider, and i currently have a bunch of soft round spots all around to coat my scene, but I'd like to create some "fog" with it using some form of noise that moves

ocean tangle
#

Anyone knows, why a Overlay Camera may differ from the preview view to the gameview? I am using a webview renderer, and somehow, it just stops rendering it when set to overlay

lime bluff
#

i have a problem? why is my square white?

marble vigil
normal temple
#

Hi everyone, I was wondering if I could get some opinions on what would be best practice for projecting large areas with decals. The game I am working on is a football game and right now we have a mesh for the lines on the pitch. This has kind of given us some slight z-clipping issues during some builds and moving it the mesh higher off the grass of the pitch looks a bit odd.

The solution we where thinking of was to use decals, and render the pitches lines as a projection onto the grass. This is most likely just me other thinking things, but is this a good approach? And would it be better to split the projection up into many projectors, or have a single projector that projects a really large image onto the terrain.

I'm leaning towards the single projector, large image approach, but wanted to get some more opinions on this as I'm not much of a designer.

fading drift
#

hi guys is there a channel for helping ?

haughty garnet
lime bluff
marble vigil
halcyon crane
#

So in this game you can see that there are 3 quality levels, if the high quality is selected, the post processing is turning on as well. The problem is the this post processing isn't applied on all scenes and I don't know why. As you can see in the video, the volume works fine in the main menu and the campaign levels but nowhere else... Any help would be much appreciated!

hollow zodiac
#

https://www.youtube.com/watch?v=Gu3b3pAqr_0
A few weeks ago, on Youtube I came across the video of an English speaker who created the same game in 8 different game engines; I thought that I could take inspiration from this video for a video where I make the same scene of my game in 5 different game engines. So I took a scene from my game Rollerblador made in 2019; I started by redoing it in UPBGE 0.3 which is the spiritual successor of the Blender Game Engine, then I tried to redo the scene in Godot 3.5 because I know it better than Godot 4.0; then I redid this scene in Unity3d and Pygame (as a cutscene); all that to say that what is important is the game and not what it is made of; the same could be said of 3D software; what is important is not the tool but what you do with it; I suggest you watch my video to see the result of my experiments;
Here are the game engines I used:
-#Blender Game Engine.
Uses logic bricks but you can code in Python if you want.
-#UPBGE 0.3.
Uses logic bricks but you can code in Python if you want.
-#Godot 3.5.1.
Uses GDscript programming language which is easy to learn.
-#Unity 3d Universal Render Pipeline;
Uses the Csharp language in its free version;
-#Pygame (cinematic/video).
Python library that allows you to create 2D games.

Already doing all this took me some time and I haven't tested Unreal engine 5. That's already a lot; just to make water is not easy. This is not a comparison video between game engines but rather a test for each.
I hope you will like my video.
Michael

Bonjour je m'appelle Mikaël Lewi alias Mikael L, vous me connaissez surtout pour les vidéos de ma chaîne, Mikael L, en dehors de cette chaine je suis développeur web full stack et président de LEMINcréation ;
Il y a quelques semaines, sur Youtube je suis tombé sur la vidéo d'un anglophone qui a créé le même jeu dans 8 moteurs de jeux différents...

▶ Play video
rapid pumice
#

Hey! Checking in to see if anyone has some advice. Our studio is currently facing an issue where the light cookies we use are not included on some computers. It appears that all windows pcs have the light cookies as expected, but only newer MacOs machines have light cookies in the build. Our first guess was some automatic quality adjustment based on specs of the pc to determine if they are included, but after removing all quality levels except for the highest, the cookies are still not included for old macbooks. Anyone have an idea what it could be, if not for the automatic quality settings?

misty turtle
#

I always used urp without asking...
now i'm working with oculus and have performance problem, is urp the most efficient?

marble vigil
viral fable
#

Hi guys! Im working with the urp 2d render pipeline to create a pixel art game. However, these weird borders show up around my assets. Does anyone know what might cause this? I have compression turned off and filter mode is point on all assets. I use the Sprite-Lit-Default material.

gilded otter
#

can someone tell me what is wrong with my transparency on the model?
The normals are outside , transparency is set only on the little glass on the meter, but for some reason most of the parts of the mesh overlap eachother

marble vigil
#

Which is inaccurate and causes some faces to sort in front of others incorrectly

#

You'll want to use an opaque material for the device, and give the transparent parts their own transparent material

warped roost
worthy finch
#

can someone tell me why some of the 2d lights im supposed to have are missing

marble vigil
worthy finch
marble vigil
worthy finch
marble vigil
#

Yes

worthy finch
marble vigil
worthy finch
marble vigil
# worthy finch yeah global light works

Try the other lights too, see what works and if it reveals any clues
Global 2D light has no shadows so maybe the local lights are getting shadowed
If nothing seems to work make sure you've followed the guide accurately
Or read the docs for up to date instructions

worthy finch
#

not that any of it other than global light works

marble vigil
worthy finch
#

basically point light goes in every direction, and spot light is like a flashlight, only lighitng the front of it from my understanding

marble vigil
marble vigil
#

Or more exactly they both were spot lights all along, but first named "point" which wasn't consistent with other lights in Unity

worthy finch
#

okay, whatever the case. how can i fix it from not working?

marble vigil
#

By either figuring out what's causing it not to work (such as by disabling things in the scene that may be interfering with it and triple checking that the setup is correct)
Or by doing it all again with closer attention to setup instructions, hopefully avoiding the mistake

#

"Doesn't work" doesn't give us any clues that'd point to a specific issue, and I don't have any pointed guesses either

worthy finch
marble vigil
worthy finch
marble vigil
#

Use the newest LTS editor to avoid bugs from the editor itself

solar coral
#

(not certain if this is the right channel) Noticing something odd, it appears that the scene camera is better than the game camera.... The game camera (right image) gets these annoying artifacts between my sprites, and yet the scene camera (left image) in 2d mode does not...

marble vigil
#

Assuming that's what we're seeing it should be fixed by using pixel perfect rendering, or by adding bleed margins /padding to each sprite on the sheet

#

That can be done manually, with an automated process with tools like Aseprite, or automatically in Unity by creating a sprite atlas with padding enabled

solar coral
#

thanks a ton! (weird that it only happened with the game camera though)

marble vigil
solar coral
#

ok fascinating and cool, thanks!

solar coral
soft lion
soft lion
#

Multisampling anti aliasing

marble vigil
#

Right that's another possible cause

solar coral
soft lion
#

This tends to happen because MSAA causes the uv coordinates (and all other interpolators) to slightly extrapolate outside of the triangle area so the texture can be sampled outside of the current atlas

soft lion
solar coral
soft lion
#

Id not

solar coral
soft lion
#

That would be a potential solution but then the edge pixels would become bit too thin and also the amount you need to underestimate depends on the screen resolution and the distance you are looking the mesh at

solar coral
#

seems anti aliasing was already disabled as the camera's default, fascinating

soft lion
#

If you dont necessarily need MSAA, id just disable it. You could use some other AA method like FXAA or TAA (or SMAA even) if you think you still meed some AA

soft lion
soft lion
#

Yep, thats for post processing AA only, MSAA option is somewhere else, on the URP asset I believe

solar coral
#

ok thanks I'll hunt there

soft lion
#

Note that MSAA and SMAA are not the same

soft lion
#

The one you are using

solar coral
#

this one?

solar coral
soft lion
#

On quality or graphics settings, dont remember which

solar coral
#

I'll hunt around and see if I can find anything (will it be in the assets folder, or somewhere else?)

#

I'm on tier 3 according to something graphics settings related in one of the unity drop downs, does that help?

#

sorry I'm really hopeless when it comes to finding stuff lol

#

found it!

#

ok disabling that helped a lot, still happening occasionally though, but a lot less noticeable, thanks a ton!

#

infact it only happens at y 0 now, which makes it easy to solve by making y1 the new bottom of the map

worthy eagle
#

I am getting some weird artifacts in Unity URP shadow of the spotlight.
The settings are also attached.

velvet blaze
#

Hey guys what do you recommend for PC games URP OR HDRP?

#

pls tagg me

worthy eagle
worthy eagle
velvet blaze
#

in unity package?

#

because I donwloaded the Universal RP <= But i am not sure if it has High

rotund sand
#

Hi there everyone

#

anyone have any idea why in grpahic sahders, in URP lit, there are no 3D preview showing?

rotund sand
#

I am trying newer versions now

#

hope it fixes??

#

Allright guys I did it!!! congratss

ivory prism
#

When I bake occlusion culling, my point lights no longer render but everything else seems to render fine, any tips?

strong viper
#

Hey Guys, I'm Having some issues with reflections and WebGL.
I've tried reflections probe and LIM SSR, and they seems to run well on editor, but when I build and run it on a website it just don't work at all.
I got no reflections.
There is just one project quality setting, that appply for all possible builds.
I'm sending some settings of my stuff.

analog sentinel
#

what .ms do you guys have on your global main loop for desktop target?

terse quest
#

Do I need a custom shader to use vertex colors and shadows on my terrain mesh? I tried all the lit ones from the universal render pipeline and only the particle shader rendered vertex colors, but not shadows.

pallid sentinel
#

I'm trying to do 2D Lighting in my game, and I've looked at as many tutorials as i can yet unity continues to do this and prevents me from utilizing the URP 2D Lights, how can I fix this?

pallid sentinel
#

I am, I have made one and set it within the Render Pipeline, and I have applied it to all graphics quality settings

copper pilot
#

Are you using the right version of the 2d renderer for your urp version?

pallid sentinel
#

wdym right version?

#

I just selected the 2D renderer when creating one

copper pilot
#

Well, I know that there are multiple versions of it; I don't use it myself so I'm vague on the details.

wanton marsh
#

Hi everyone, I have a issue where my Addressable doesn't work in the build version of my app. For some reason, it work perfectly in the Editor but when I build and run, nothing spawn. I'm trying to simply spawn those prefab. I tried pressing the "default build script" and change the play mode script to "use existing build" but nothing changed. any idea of what could be the problem? its the first time that I'm using Addressable so it might be something really basic

tame pecan
#

Does the post-processing incorporated by URP in the latest versions of Unity 2021+ have better support than the Post-Processing Stack (v2)?
Sorry if the question is too novice, but I don't see a clear answer in videos and internet information channels

viral fable
#

I have made a parallax script to move the backgrounds according to clipping plane, however when moving the player the background jitters quite a bit. I use cinemachine to make the camera follow smooth, and have read something about the cinemachineBrain.CameraUpdateEvent that could fix it but I am not shure on how to implement it. Could someone explain what I am doing wrong? This is my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
using Cinemachine;

public class Parralax : MonoBehaviour
{
    public Camera cam;
    public Transform followTarget;
    public static CinemachineBrain.BrainEvent CameraUpdatedEvent;

    Vector2 startingPosition;

    float startingZ;

    Vector2 camMoveSinceStart => (Vector2)cam.transform.position - startingPosition;

    float zDistanceFromTarget => transform.position.z - followTarget.position.z;

    float clippingPlane => (cam.transform.position.z + (zDistanceFromTarget > 0 ? cam.farClipPlane : cam.nearClipPlane));

    public float parallaxFactor => Mathf.Abs(zDistanceFromTarget) / clippingPlane;

    void Start()
    {
        startingPosition = transform.position;
        startingZ = transform.position.z;
    }

    void Update()
    {
        Vector2 newPosition = startingPosition + camMoveSinceStart * parallaxFactor;

        transform.position = new Vector3(newPosition.x, newPosition.y, startingZ);
    }
}
#

by the way, FixedUpdate doesnt fix the issue

digital vale
#

how does the terrrain tree tool work with URP? The trees dont seem to have some of the properties like random size etc.

clear junco
#

is it possible to have a post-processing volume that effects only specific cameras? I'm trying to have different effects for in-game rendering and UI that should be rendered on top of it. I tried to use camera stacking, with weird results. It appears to me that the child camera (the overlay) is inheriting post-processing properties from its parent camera. I also thought of texture rendering but PP volumes seems to override texture transparency (I even found an issue report about it on Unity issue tracker with ID 1193599) and UI textures should be mostly transparent, so this idea also had to go. I think it was possible before new rendering pipelines were introduced, but I can't find much information on it with the newest URP

clear junco
#

Never mind- after reading countless forum threads I found out that this is not possible even though it sounds like a very basic feature

thorn rampart
#

idk where to put this but i need help, i downgradeda urp project from unity 2022 to 2021, i got everyting all fixed up except for these 3 errors

#

i tried everything and they just wont go away, i cleared the cache and everything brh

#

even worse is the error is within a package im not allowed to remove

versed garnet
#

Hello there, does anybody know how I can convert custom materials to URP without getting this error?

marble vigil
versed garnet
#

So if the package itself does not already have URP materials inside, there is nothing I can do..? Thanks anyway!

marble vigil
barren nimbus
#

Hello

#

I just created my first urp project in the 2022.3.1f1 LTS version, after it prompts to change the materials to urp, this is how the scene view has become. Does anyone knows why it is doing this or how to fix it?

#

This issue does not show up in the game view, only in the scene view

#

I used the unity's 3d core urp template for the creation of the project

haughty garnet
#

interesting

#

I'd toggle all the tabs on the scene view there like the grid and gizmos

sinful gorge
#

Already restarted the PC?
Does it happen in a blank scene?
Maybe delete the library folder?
Anything in the console?

slim root
#

I asked in shaders but maybe more appropriate here. I'm trying to upgrade my custom shader to use forward+, I defined it as a multi_compile and also a #define to make sure it's enabled. Frag color does a UniversalFragmentPBR. URP/Lit shader seems to just require the keyword for it to work. Mine just doesn't. Any clues?

#

Answer: I should do a search in discord 😛 for anyone curious, #define _ADDITIONAL_LIGHTS 1
#undef _ADDITIONAL_LIGHTS_VERTEX needs to also happen 🙂

digital vale
#

converting to URP seems to have just made my life much harder without any noticeable benefit. Is URP really worth using? What are the main benefits please?

digital vale
haughty garnet
#

Depends what you're trying to do, but when it comes to SRPs you get more control of where and when you want to render stuff compared to built-in.

digital vale
#

just trying to make a scene, the terrain trees dont seem to work and there is far fewer assets that are compatible

haughty garnet
#

Yeah, that's unfortunate part of the URP is that a lot of previous rendering assets require some changing.

potent merlin
#

Hey guys, i want to change my decal projector's material but idk how to do that by script... can someone help me out please?

digital vale
#

I am about to remove the URP because I cant get the terrain trees to behave, they are all the same size. I cant seem to get any advice about this.

potent merlin
haughty garnet
#

There's nothing wrong with built-in, it's just the roadmaps lately have shown that URP is one of the bigger focuses

#

Unless you've a specific reason for URP, it's not a necessity

potent merlin
haughty garnet
#

Namespace: UnityEngine.Rendering.Universal

haughty garnet
#

^^

marble vigil
#

There's a decade of assets for BiRP out there, but the new stuff is made for URP or HDRP first

wraith osprey
#

Hi Guys!
Currently working on the scopes for our VR game.
Did some testing on the open scene and found out that there is a huge dip in the performance
between having one camera and having two cameras.
3-4 cameras comparison is not as dramatic as adding 2nd camera
So, does anyone have an idea of why is it so in unity.
Is it a bug or "by design" dogekek

#

And what are the possible reasons and maybe how to deal with them

#

Basicaly there is a dip going from 0.5ms-1ms to 5-6ms

#

On an empty scene rendering only skybox

#

And having cameras layered on one screen if it is important

sinful gorge
wraith osprey
#

Just made an adjustment to the viewport rects to see al of them at one screen

sinful gorge
wraith osprey
sinful gorge
wraith osprey
sinful gorge
#

Cool, ping me when you got it

digital vale
marble vigil
#

URP help is much easier to get than Terrain help for any pipeline

digital vale
#

Do you think so? I have asked one question on 3 channels and not gotten any response, I also extensively googled my question and I cant find a specific answer, the closest thing I got to an answer was "thats the way it is, terrain trees are naf, Unity just needs to get its sh*t togther" I just need someone who knows a little bit about the tree system to help. Meantime I am testing the system myself and comparing Built-in renderer to URP with trees and learning some things that way.

#

I would love to stick with URP, so I will keep trying for now

sinful gorge
digital vale
#

using URP all the trees are the same size, or am I dong something else wrong

sinful gorge
#

Might need some different shader attributes, but not too sure on that sadly.
It worked for some trees I got off the asset store

digital vale
sinful gorge
#

Been a while so not sure, sorry

#

If you ping me tomorrow as a reminder I might be able to check on my laptop

digital vale
dry willow
digital vale
#

they are URP/lit

#

under URP nature I only have 4 options, speedTree7 and 8 and 7 - billboard

#

but the material is only affecting the appearance, its not affecting the size, and its the size that I have a problem with

wraith osprey
# wraith osprey Ok i've rolled back and lost the setup I'm gonna redo it and send the screen

Sooooooo...
I 'am utterly confused as I've tried to recreate the exact setup on my PC and difference was not that dramatic.
Then we tried to go back with the setup on my buddy developer PC and it showed that weird difference.
So the only difference between is the graphics cards on one is AMD(weird performance) and the other is Nvidia
But then again we set up new, empty project on his pc and performance is now similar to minePartyCatSad

#

Sorry no screeshots as my collegue just left and i forgot to make it

#

If any of that makes sense to you please do tell

sinful gorge
wraith osprey
cold gyro
#

How do I make an object not affected by fog? For now I am simply using the Lit shader, but it is affected by fog

dry willow
cold gyro
#

I get this error @dry willow

#

Ok the error disappeared randomly

dry willow
#

Probably left over from when it was set to File type

cold gyro
#

Is there any reason I should use a Vector4? and also, should the node be linked to another node (like otherwise it would be stripped from the shader)

#

Maybe I could just make it input the base color and output it

dry willow
#

It needs to be linked somewhere yeah. I'd put the base color through it

cold gyro
eternal geyser
#

Any guesses why my Unity Toon Shader models even in the included samples look like this? They work if I install the package in a brand new project, so someting in my project settings is causing this, but I have no idea what. The shader works if I switch it to transparent.

#

Newest URP / 2022 LTS

#

ok, nvm, I had to also set the render pipeline in the quality settings

blissful oar
#

Hi ! Wanted to pop in here to ask a few questions. I don't know much about the pipeline... I want to go for a watercolor and ink render for my game. Was wondering if I could animate based on previous frames ? I think it could look cool to have some form of morphing on my ink, slowly going from a position to the new one ? (that would delay edge line render I don't have big camera movements so i'm not that worried)

Also in the same fashion would it be possible to make the watercolor drop directly onto the render to form the coloration, a little like this ? https://youtu.be/s8KqW2Cemzk

I don't know I'm that comprehensible but what I'd need answer on to make a PoC: Can I do calculations based on previous frames and affect filters with it ? It would allow me to, I guess, do a manual morphing based upon previous and aimed position, and expand colors/textures based upon animation

#

Also if anyone has any cue about this or any ressources, please send me ! Thanks by advances for all answers !

haughty garnet
#

Has anyone use the URP decal projectors for blob shadows? Is there a way to disable additive blending(?), such that transparent decals don't stack together, thus creating a very dark shadow?

barren nimbus
soft lion
soft tartan
#

Hey guys,
Quick question.

Are you able to use a second vertexbuffer with data in the shader?
I need this for webGL since computebuffers arent supported on that platform.

Thanks guys

sinful gorge
#

But not 100% sure since it was half a year ago and I was not working on art much

digital vale
#

ok , I will search. I have been working on this for the last few hours and I cant get the trees to behave no matter which shader I use

wanton relic
#

Anyone knows how to make those sharp edges smoother for shadows?

barren nimbus
barren nimbus
#

Restarted the system deleted library

sinful gorge
nimble dust
#

Is urp totally broken for vr? Why am i reading post complaining about it everywhere?

digital vale
#

seems to me URP is broken in several areas

#

This coupled with the fact that I just cant get any solid assistance, I'm going to chalk this up to a bad experience and revert to the built-in.

cyan talon
haughty garnet
#

Ah, whoops. I was wondering why the docs were looking a little sparse.

cyan talon
#

I just pinned it for ease of access 🙂

placid laurel
#

oh wait ima do it in lighting chanel

hardy raven
#

I have an editor tool I built a few years ago to make icons in Unity through the use of a preview window. It creates a window with a model, lets you modify background color, add a background texture, and/or add a foreground texture.

This all worked fine in the built-in renderer, but when URP/HDRP and stuff came out, it didn't work in those pipelines and I just didn't bother with them.

I've recently picked this back up to try and get it to work with URP. Currently, I've managed to get everything to work but the background texture. Can't get it to display behind the object I'm rendering. Here's a snippet of how I do it, that works just fine in the Built-In Renderer.

                if (_bgTexture != null) {
                    _bgTexture.filterMode = _currentFilterMode;
                    _previewUtil.camera.clearFlags = CameraClearFlags.Depth;
                    GUI.DrawTexture(new Rect(0, 0, r.width * 2, r.height * 2), _bgTexture, ScaleMode.StretchToFill, true);
                }

                _previewUtil.camera.Render();

                if (_fgTexture != null) {
                    _fgTexture.filterMode = _currentFilterMode;
                    GUI.DrawTexture(new Rect(0, 0, r.width * 2, r.height * 2), _fgTexture, ScaleMode.StretchToFill, true);
                }

                _previewTexture = _previewUtil.EndStaticPreview();

                GUI.DrawTexture(r, _previewTexture, ScaleMode.StretchToFill, true);
wraith osprey
#

I mean...

sinful gorge
wraith osprey
#

Yes

#

Wait, not yet

#

Sorry

#

We don't know the cause yet

#

But

#

Any project named exactly like ours and has the same company name is cursed

#

Some sort of cash is somewhere that holds grudges against our name and company name

#

And it is non of unity caches as we have already verified

sinful gorge
#

Does it have any special characters?

#

Still I suggest making a bug report from this if it's reproducable at all. Very interesting issue

wraith osprey
#

Everything else in project settings, assets and packages has been removed and results compared already

#

New project named exactly like ours just getting cursed aswell

#

Anyways will keep you updated if anything clarifies further

neon saddle
#

GfxDevice renderer is null. Unity cannot update the Ambient Probe and Reflection Probes that the SkyManager generates. Run the Editor without the -nographics argument or generate lighting for your scene.
This is a last line of the AssetImportWorker threads' logs. It stuck forever and can't build.
-batchmode -nographics used for command line build.
There are some problem with Enlighten but I can't find how to remove/disable it completely from the project. Lightning settings that listed in documentation - changed everyting everywhere in all scenes, still the same.
Any solutions?

spare ocean
#

Does someone know where the white lines around the objetcts in the dark come from ?

obtuse girder
#

I found this via search, however it only shows base map

#

I was able to modify to add normal map, and metal/rough -> split

#

Works fine, however

#

In normal URP Lit shader

#

There is a spot for a Normal Map multiplier

#

I'm trying to figure out how to implement that Thinkge

#

Multiply doesn't seem to work

#

Contrast didn't work either Thinkge

blazing gull
#

the normal map is in tangent-space, so the "default" normal is [0.5, 0.5, 1]

#

maybe you need to subtract that, multiply, then add it back in and normalize

obtuse girder
blazing gull
#

haven't actually thought about that before -- whenever i'm doing normal strength, it's for randomization that i do in object space

obtuse girder
#

This is the setup with contrast, which did ... something... but not quite right heh

blazing gull
obtuse girder
#

Thinkge i'll see if that accepts >1

#

YEP That worked

#

More complicated than I thought if it needs it's own black box node heh

#

Oh btw @blazing gull I noticed in your screenshot

#

The "normal" part on the triplanar node

#

Shows "Absolute World Space", same as "Position" just above

#

But on mine and on the other person you helped with this, it shows "Absolute World Space" for position" but just "World Space" for Normal Thinkge

#

But it still seems to work Thinkge

#

God visual scripting is cumbersome. Can never get it lined up quite right moon2PAIN

blazing gull
#

that's because position is...a position

#

whilst normals are a direction

#

world-space positions are actually relative to the camera in the HDRP

#

"Absolute world space" gives you the real world position

#

directions are not affected, since they're, you know, not positions

obtuse girder
#

🤔 so yours is different cause you're in hdrp?

#

🤔 Any insight into how to have emission map optionally?

#

If I hook up the same setup

#

texture parameter -> triplanar -> emission map on the shader output

#

Then in the absence of a map the object glows bright white heh

#

Thinkge some kind of ... conditional... branching... PepeSpin

#

@blazing gull Actually this doesn't seem to be right for roughness 🤔

#

Is this how you're doing it, splitting it like this? 🤔

#

It's shinier than the regular URP lit version of the same material (i.e. same maps/settings)

#

Inverting the alpha makes it a LOT shinier Hmmge

blazing gull
#

roughness and smoothness are inverses

#

0.7 roughness is 0.3 smoothness

obtuse girder
#

You're saying the input textures are roughness but the shader is smoothness? So need a 1-?

#

thinkPeepo that also appears to be shinier

#

Oh I think I see

#

URP lit has this "Smoothness" slider that was at 0.5

#

If I set that to 1.0 then it matches the trip version

#

Yeah this fixed it, setting to 0.5 now it matches the non-triP version

obtuse girder
#

thinkPeepo I am getting a pretty bad flicker when I try to use local volumes with a blend distance

#

Even in a brand new, stock URP project

#

See the yellow bands?

#

This is a box with 1 face missing, looking into the box, which contains a volume. As you approach and blend in/out, you get these yellow bands

#

The only postpro effect in use is LiftGammaGain Thinkge

fading arrow
#

I'm using URP for mobile, how do I make optimizations to increase the fps to 60 and above?

#

My game seems to be capped at 30 fps and I don't know how to fix it

potent merlin
#

Hey guys, how can I make toggable settings for unity's URP's post processing volumes? I want to make it so the player can turn off motion blur for example.

blazing gull
#

for motion blur, i have a float setting, and then just set the strength of the blur to equal the user's choice

glossy thorn
#

HEY, i have urp in unity 2021 but there is problem that no shadows is showing, how i cen fix it

fair hamlet
#

Hello! I want to make a horror game menu but I dont know which filters to pick. Can anyone recommend?

fading arrow
#

I set the application target frame rate to 60, disabled optimize frame pacing, installed adaptive performance and disabled it (people at forums said it worked), and dumbed down a few more URP graphics settings

#

Also I have another question

#

Which color space should I use for mobile games? Gamma or Linear?

hardy raven
#

Does anyone know how to get a background texture to show up in a preview window in URP? In the built in render, I can display a texture with GUI.DrawTexture or Graphics.DrawTexture, do a PreviewRenderUtility Render, then display another texture to give the bg/object/fg effect, but in URP that doesn't work. Any suggestions?

fading arrow
#

Post processing appears in build but not in editor/game view??

marble vigil
marble vigil
fading arrow
#

I thought I was tinkering with the Android player settings and didn't notice lol

fading arrow
elfin hound
#

Hello! I was testing my mobile game and I was touching the screen with my hand while looking at the PC profiler and this show up on my testing device, anyone knows what is?

median escarp
#

why i can see shadow on scene but it not display on game?

haughty garnet
median escarp
#

shadow is enabled

#

strange, i create other camera and now it display shadow 🤔

#

whatever, im going to delete old camera

haughty garnet
#

hmm next guess would be the renderer asset, if not it's obviously camera related ;p

jagged slate
#

what is the class name i should serialize to be able to drag this onto a script?

dry willow
jagged slate
#

oh oops!

dry willow
#

There's also UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset if you specifically want the URP one

jagged slate
true roost
#

This pink glitch happens after baking the light. I tried everything I could fine online but nothing works. This does not happen when entering play mode but it's still distracting. The reflection probe also casts pink reflections and couldn't find a fix for that either so I deleted it altogether. Could it just be an engine bug?

#

So the glitch changes when changing the window resolution

jolly quail
#

hi i am trying to use camera as the outpot for render texture, but the fps drop from avg 140 to 30, even tho it only render some VFX and 5 characters, i mean i can get it if it only drop from 140 to 60, but 30? is it really that expensive? i already turn off post proc, anti aliasing and making sure the camera didnt render everything (unity 2022.3.2) using forward +

#

and in frame debugger it went from 161 to 235, testing using benchmark it didnt event use 50% from the cpu and gpu

sinful gorge
jolly quail
sinful gorge
# jolly quail uhh

Can you test in a build?
The editor is not the best runtime to measure performance

jolly quail
#

oh,sure wait a second

#

graphic jobs

sinful gorge
#

Interesting. What's your Unity version and graphics API?

#

And is stuff like SSAO disabled btw?

jolly quail
#

2022.3.2LTS, Direct12

jolly quail
sinful gorge
#

Can you try without graphics jobs?

jolly quail
#

sure, wait a minute

#

waitonSwapChain?

sinful gorge
# jolly quail waitonSwapChain?

Ah, both mean the CPU is waiting on the GPU. Just wanted to make sure it's not a graphics jobs issue (you can probably safely re enable it)

You could try better GPU profilers like Nvidia NSight to see what the GPU is doing
https://developer.nvidia.com/nsight-graphics

jolly quail
jolly quail
sinful gorge
jolly quail
sinful gorge
jolly quail
#

sure UnityChanThumbsUp

sinful gorge
#

Awesome

drifting crypt
#

Hey guys! I'm having an issue where ambient lighting isn't being applied to any shadows that are ontop of transperant objects. Any idea why this might be? Thanks!

#

(Notice the ugly black shadow of the palm tree, vs the more subtle shadow on the low poly terrain)

#

I'm not using GI, the light is realtime

sinful gorge
drifting crypt
#

it is transperany related

#

ambient lighting isn't applied to shadows on the transperant ocean

#

Shadows work properly on default lit material

#

@sinful gorge

sinful gorge
drifting crypt
#

2021.3.25f

#

Really weird :/

#

Its a custom shader of course

#

With shader graph

sinful gorge
#

Yeah that's weird.
You tested without the custom shader, right?

drifting crypt
#

ill give it a test

drifting crypt
sinful gorge
#

Just test with (simple) lit and set the transparancy to 0.5 or something

drifting crypt
#

So weird

drifting crypt
#

just not mine :/

#

This all look normal?

sinful gorge
# drifting crypt This all look normal?

Yeah seems fine. Maybe make a blank graph and check the differences?
Not sure where the issue is.
If it's from an asset, contact the dev. if it's yours, you can send the graph so I can check if I see something

drifting crypt
#

mm

#

it might be the shader itself achually

sinful gorge
#

Highly possible yeah

drifting crypt
#

wait nvm

#

changing the value of depth fade doesn't seem to change the color of the shadows

sinful gorge
# drifting crypt

Nothing is connected to alpha here, that might be a part of the issue

drifting crypt
#

I'm using scene color instead of alpha

sinful gorge
#

The shadow intensity is based on the alpha with transparency afaik

#

So if you reduce it it will reduce the shadow intensity

#

Do you use scene color for distortion etc?
Otherwise alpha is a lot more performant (make sure to disable opaque texture btw)

drifting crypt
#

intesting

#

alright ill try remakle it using alpha

#

huh

#

thats kinda funny

#

the water is now transperant where the shadows are

#

Achually it tints it slightlty with the color the shadow is meant to be. The issue now is that it doesn't tint shadow the color of the ocean at all

#

i think thats whats happening

#

regular shader graph doesn't seem to work. Notice how the 'white ocean' apears more transperant where the shadow hits it

drifting crypt
#

it still looks kinda weird

modest horizon
#

why not just disable shadow on the water? There's already shadow at the bottom of the water

small kraken
#

is it possible to add a halo-ring effect around my 2d circle sprite?
if yes, should i use "lens flare"?

#

i created a lens flare (srp) and put it into a lens flare component which my 2d circle object has.
however nothing happens. i can't see anything in editor or in game

dense grove
#

Hi everyone, I don't know much about rendering, in the profiler I see a section called CullingScriptale that uses a lot of CPU. But my game doesn't need culling, is there any way to turn it off completely

iron compass
# dense grove Hi everyone, I don't know much about rendering, in the profiler I see a section ...

technically the SRPs allow custom control over culling, but that may involve implementing you own pipeline and/or passes depending on your needs. Alternatively you can have your own renderer and skip past culling with DrawInstancedIndirect. Or just accept the culling because its a reasonable tradeoff that generally yields better/more stable frame rates in the usable range of 30-200 at the cost of achieving absurdly high ones.

you also might reduce the preprocessing time by looking at what you are actually trying to render and reducing the amount of work that culling pass has to do.

sinful gorge
#

And disabling objects not rendering does help of the game has a lot of objects

elfin hound
soft lion
elfin hound
soft lion
# elfin hound I need it for my mobile game

If your phone is able to render the car, I think it should be able to render the shadow caster too, although realtime shadows are something that I havent seen many times in a mobile games and its not because the tri count of shadow casters I think

elfin hound
#

I need those kind of shadows for other objects that needs to fill the scene

soft lion
#

I doubt this will make the performance much better. Have you actually tried how big chunk of the frame time it takes to render the shadows?

elfin hound
#

this car + shadows have 80k verts, with low poly shadow object have 40k

soft lion
#

The thing is, this doesnt seem easy issue to fix. Id bother trying to do so only if I was certain this is needed

elfin hound
#

The shadows only thing is working fine in Built in but dowsn't work in URP...

sinful gorge
#

Did you get a measurable performance improvement from this?

#

You can also disable shadows being received on the car maybe

#

Or skip shadows all together and fake it with decals

#

@elfin hound

elfin hound
#

yes, lowering the verts in half... for example the white car + shadows has 80k verts, with that object with "Shadows only" it has 40k verts

#

in the main city on the map i have like 6-700k verts with shadows on so i can lower that using this thing

#

in Built In is working but on URP the object with "Shadows only" is casting the shadows on the parent too.. idk how to fix that

soft lion
elfin hound
random peak
#

I'm trying to add a water normal map to my surface but nothing happens when i apply it, it just stays as it is before, does anyone know why ?

#

No ripplets what so ever

graceful socket
#

Can anyone help me to enable GPU instances in URP?

sinful gorge
sinful gorge
# random peak No ripplets what so ever

Output it to base color to see if it works correctly.
If it doesnt, fix the shader

If it does, make sure the lighting is setup properly that the shadows from normals are visible (maybe change the color to somehting lighter as well)

And make sure you use tangent space

chrome cliff
#

Hey Urp Devs
I am thinking about converting to Urp. My project was originally built on urp but my experience with it wasn't great at all! I am targetting low-high spec devices while still trying to get a realistic look (I know pretty unrealistic but I am faking alot of stuff plus the gameplay and style supports optimisation). Back then when it was on urp the game was working very badly on Snapdragon 660, and 60fps on Snapdragon gen 1 ofc. Now I have optimised and polished the game more but switching to built in already improved the fps by a ton due to some reason. Rn the game works at a nice lil 60 fps at 720p res on Snapdragon 660. Converting to Urp is a lot of hassle, so I would really appreciate an answer out of experience. Does latest URP with 2022lts performs better or at least not worst than built in rp so far?

#

**Additional info: ** back then I tested the ridiculously low performance on Snapdragon 660 while using urp. These screenshots got almost nothing in the scene and the game was apparently still cpu bounded. No matter how low the render scale was, if postfx were being used, etc.

sinful gorge
chrome cliff
#

Hm thanks I'll try converting to Urp again!

#

Personally I love Urp just because how great the post processing looks

#

Urp's post processing is much newer. Also the terrain's mask map doesn't works in built in

barren inlet
#

how do I increase vertex density on a mesh

#

ive got a water asset, but scaling it larger results in the water being choppy due to the few polys

chrome cliff
barren inlet
#

ok but there’s a lot of squares to fill

#

It might take 100 manually copy pasting

jolly quail
barren inlet
#

what might that look like

#

I don’t know how far the objects need to be spaced

vocal dragon
#

for URP how might i fade objects to greyscale in an area ? i dont like the idea of them all having a custom shader graph material to do it because then i have to fade hundreads of objects one by one that sounds like a terrible idea

nova bear
#

Or something along those lines

vocal dragon
#

well i was hoping to apply it to a gameobject and all its children more specifically

#

which represented an area

nova bear
#

? How do you define the area which should be grayscale?

vocal dragon
#

eg:
Room¬
Chair
Table
Wall

then all the objects in that room fade to greyscale

#

so it would be based on anything thats a child of room

nova bear
#

ah, so you want a bunch of gameobjects specifically to be grayscale, not an area in space

#

gotcha

vocal dragon
#

yeah well they represent an area based of the room gameobject i guess

nova bear
#

I'd put all those objects you want greyscale on a specific rendering layer, use render objects to render those to the stencil buffer, and then have a full screen shader graph which sets any pixel in the stencil buffer to be grayscale

vocal dragon
#

hm i see im not so sure how to do the stencil buffer stuff 🤔

#

never used one before

nova bear
#

Or wait actually I'm stupid. You can just override the material to a greyscale one with render objects directly and skip the fullscreen pass and stencil buffer stuff altogether

vocal dragon
#

do you have a link where i can learn how to do that

nova bear
#

Under overrides, you can set a material to override with

vocal dragon
#

and this works if two different rooms have different grey scale fade amounts?

nova bear
#

It.. could. I'm still a bit confused about the use case, and if you need to do some on the fly fading, the whole stencil buffer stuff might work better. For advice on how to do shader things like that, I'd ask in #archived-shaders

vocal dragon
#

when an area is cursed i want it to fade to greyscale

#

theres different areas and they cursed at different times

nova bear
#

Tbh, off the top of my head, I'd go for the stencil stuff. But having multiple areas be different levels of cursed at once means you might need to get into custom c# code for render passes and stuff, as I don't think render objects is customizable enough. Definitely ask #archived-shaders and someone more knowledgeable than me for this one.

vocal dragon
#

okay thanks i will do some searching

nova bear
#

Good luck!

modest horizon
# vocal dragon so it would be based on anything thats a child of room

This could be easier to be done by code, by reparenting a room objects to the 'cursed' room, when a gameobject is become child of 'cursed' room, set it to grayscale via shader (you can create a shader that can interpolate between normal color and grayscale).

Just dont set parent everyframe, iirc, setting parent is quite a heavy process

vocal dragon
quiet elk
#

I'm trying to recreate this effect in Unity. The left side is my current shader in Unity and on the right is Unreal and what I am trying to achieve is a shader that only effects the Normals of the materials below it and not the color / other properties.

The white lines in the left picture, are trim sheets that I only want to effect the normals of the underlying object without effecting color. So right now they are white, but those lines should be the same color. This Yellow panel has 4 multi-sub-object materials. One is the yellow, one, for metal, then 2 for the trim sheets. One trim sheet for normals, and one for color and normals.

I can't seem to find a way to have a shader that just does normals without color.

fast coral
#

anyone know how to set the camera color and depth texture in URP? in Built in I would use camera.SetTargetBuffers()

#

I want to set it then do a blit at the end of the frame back to the screen with the camera color and depth texture

barren inlet
#

im using urp but i downloaded this sand material asset

#

it uses a 'standard' shader

#

problem is, its just pink

#

probably because its not a urp shader

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i havent found a urp equivilent that has all the same slots as this needs

jolly quail
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or you can add yoursleft,take lit shader code, copy it then add it to new shader code

barren inlet
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doesnt look like theres a slot for a roughmap

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is mask under detail inputs that

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@jolly quail

jolly quail
stark valley
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hi everyone i have a probleme with a shader who's not working (pink color) and it give me an error with the SRP batcher not compatible any solution ?

stark valley
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its a lit shader

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@marble vigil do you want to see the script ?

marble vigil
stark valley
marble vigil
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You'll need to find an URP specific tutorial or asset for toon shading

stark valley
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its working for me in classic URP but not on a friends one he use High fidelity URP

marble vigil
stark valley
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build in and Universal

marble vigil
stark valley
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so i have to traduce it for URP

marble vigil
stark valley
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Thanks you give me the way for searching !

knotty tiger
marble vigil
knotty tiger
marble vigil
feral kite
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how does urp work

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is there anything i like HAVE to know?

sinful gorge
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You gotta be more specific @feral kite
Right now my andwer is read the first page of the docs

feral kite
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ok

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i read the docs

verbal light
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I'm using a command buffer to render a decal onto a render texture. This works as intended with a single monitor connected.
However, when I have multiple displays (as is needed for the project), the command buffer renders to the wrong spot in the viewport.
If I go into "scene" and back into game, it works correctly again (but this doesn't help me on build). Any suggestions on how I can "reset" the active display in the way clicking the scene tab does?