#archived-urp
1 messages Β· Page 13 of 1
Hi, lens flares are not working in URP ? no idea what i am missing ... 2021.3.25 URP 12.1.11
ahhh it does
only in game view ok π
so as it turns out unlit turn off emission... ok need to add to the color output i guess
hey , I have some issue that I cant explain what is that ???
so I have a material for the tower and another for the window frame ( both share the same shader )
for some reason the window flickers on the tower and only the tower!!! .. i added the same material on tower on a sphere and a cube and tried to get the same window to flicker on sphere or the cube but it didnt !!
does anyone have any clue what the f is going on ? :S ... why the same equation behaves differently from one shape to another o.O ? its like 1+1 =2 on sunday but its 5 on monday o.O
I dont even know how to debug this !! o.O
Looks like your whole castle's material is Transparent
If so, make it Opaque
If you have a surface that needs to be semi-transparent like glass, give it its own material slot (or "submesh") and make only that Transparent
the problem is the castle and the windows are supposed to appear in the middle of nowhere so yes both are transparent and yes the windows are not supposed to look like that , i was trying to make a solid black frame color but to also make it appear at a certain point.
both has thoes tags
Tags {"RenderType" = "Transparent" "Queue" = "Transparent"}
if I switch to { "RenderType" = "Opaque" "Queue" = "Geometry-1" } they never disappear
Geometry is seen "through itself" when transparent
It's a fundamental limitation of transparency
That's why you don't really see games doing any fading effects like that
They either use opaque dissolves or opaque dither patterns (often smoothed with TAA)
wait opaque dissolves? how would that work without alpha ?
Your options are to 1. place the polygons in such an arraignment that they never get a chance to flicker like that, which requires specific camera angle and specific vertex winding order 2. use an empty pass to clear all transparency behind the castle surface, with the side effect of clearing all transparency behind the castle 3. find an order-independent transparency shader solution, which games don't normally use due to the expense 4. deal with the flickering during the fading effect, since you'll swap the shader to opaque when it's done it might not be too bad, which is what a lot of older games used to do
Opaque with alpha clipping doesn't require transparency
It's what the dithering techniques use also
could u give me an example ?
i dont understand how would that work ?
something like that ?
clip(color.a );
return color;
The supported way to do it with URP is to enable alpha clipping on the material or on the Shader Graph
If you have to write shaders by hand for some reason, you can also view a compiled SG shader to see how it does it
oh yea in writting shader by code , its more optimized and more flexable at least that is what chatgpt said π
Chatbots make stuff up, just like this
The only reason to not use Shader Graph with scriptable render pipelines is if you need to make something it cannot do
interesting ok
but yea looks like alpha clipping is jusr `clip( alpha); ... alpha can be the output from any function
@marble vigil thanks so much btw β€οΈ β€οΈ β€οΈ
So as I understand grabpass gets what's rendered "so far at that time" regardless of when and lets you use that, is that how it works?
While this "URP grabpass" implementation seems to be just an extra buffer after transparents so you can distort those too
dither
you can select when to inject it
can be used to do the same
look at this shi...
why does my urp have the grain
not using tonemapping or grain
ive also disabled my post processing
Do you have renderer features in use?
nope
its only urp that does this, i havent had any of this in 2020
(its only 2022 that does it)*
Hmm I would try to create a fresh URP asset and URP Renderer asset, sometimes something gets messed up within them
Camera dithering setting does use blue noise for de-banding but it shouldn't ever be perceptible like that
I would also try to verify it's specific to certain assets /textures/materials/shaders
did already
URP by default enabling SSAO
can you check it if it's on or not?
il do, where is it?
oh
dont find it
Can you show what the render features section of your URP renderer looks like
this one
it should be turned off since it wont look good for some grass shader
and it's quite expensive too
ohk
You mentioned the problem happens on 2022 unity, but not 2020 unity, while this is the 2021 unity
Does the problem occur here as well?
thank you so much, ive been thinking its a problem with my gpu or with my unity, im working on a very big project and i dont want something to go bad
Have you tried creating a new project with the problematic version to see if it suffers from it to begin iwth?
Have you upgraded or downgraded your project across unity versions at some point?
it goes away
Any information beyond "doesn't work" would be helpful
but it only happens in 2022, why?
@jolly quail (Sorry quadro replied to you on accident)
up, from 2020 to 2022
all good man π
because alot of assets didnt work with 2020
That's a huge step that can break stuff behind the scenes
Make sure you're using backups or version control when making changes like that
but i kinda stop using assets, im started creating my own
yi made a few backups
You can also try deleting Library folder and letting it regenerate
But at this point I'm most curious about making a fresh test project with the problem version
but my project is like 60gbπ
is it fixed?
yes, thanks
sure np π
So what was it?
the Screenspace ambient occlusion
I thought you confirmed that was off when I asked about having any renderer features
oh
well, sorry if i did i was probably in mind with something else
ok so ive figured that turning it from Blue Noise to Interleaved Gradient it doesnt give me the weird grain
im sorry if i did
i see, im sorry i thought you meant like custom post processing
@marble vigil
That's okay, I could've been more specific
We'll catch issues like these the quickest by being as precise as possible
okπ
Can't see anything that is beyond 500km from camera though camera has far plane set to 2000km - i think unity urp uses logarithmic z buffer so this should be possible?(using unity 2022.3.16f1)
I've had trouble with anything beyond 5 to 10 km
But it depends what you need to do with it
As a rule of thumb you should keep everything within that 5 to 10 km radius and use rendering tricks for everything else
I think i tried this earlier and i could render plane on 1 000 km from camera but now for some reason it's not possible - idea is to render ring world with huge radius
I know those tricks with 2nd camera etc but i thought this is also possible - for example in SC planets are like 1000km radius(and they say those planets are Earth-like planets (Earth radius is actually 6000+kms))
Does the player need to be able to seamlessly explore the ring world?
SC?
Star Citizen yes i want to fly all over ring world in space ship
As far as I know no game like that tries to render any planet in "real scale" but instead use a variety of tricks
There's a lot of different techniques but I expect they're probably fading in the up-close geometry over the "3D skybox" variants of the celestial bodies when approached
Camera relative rendering is also pretty important for the effect
I don't think there's any simple or singular way to go about it
Cranking up the far plane will turn anything up close into mush quite fast
Ok thx for answer i will try something similar
I'd try to find as many resources about the topic as possible, like blog posts or GDC talks from games that have done it
HDRP has camera relative rendering while URP yet does not, so it may have a significant advantage in this
What i found is so called compute shader rasterizing - this is very advanced technique(that need also to present doubles as 2 floats) but this is hard to implement(there is example in webgpu on github) : https://github.com/OmarShehata/webgpu-compute-rasterizer/blob/1228ad691fffe94f8ec0401103cabd810730d92b/how-to-build-a-compute-rasterizer.md (here is only rasterized some simple geometry not far away from camera but i think it can be extended by using doubles in described way to much larger geometry and ofc far away from camera - but has a lot of disadvantages like it's hard/impossible to use urp shaders you have to write your own, then shadows etc)
Take a look at how kerbal space program handles it's planetary rendering, I believe there's a talk on it somewhere. It's always a bad idea to try to render anything farther than 15ish km away just because of floating precision issues anyways. They have a pass to render distant objects before the main scene, and make use of a perspective trick called scaled space, where they render much smaller models much much closer to the camera (using some math) and align it such that it is visually identical to a giant object hugely far away. They still store the planet's real position (with doubles), but critically, they never try to render it. At some point they swap the scaled space mesh for a true size mesh, and it's basically seamless if done well.
I'd be shocked if star citizen didn't do something similar
Basically just fake the look of something far away while still using floats and a regular renderer. You might need a custom shader to write different depth values to pretend it's far away for fog or other depth effects, but it's very much possible
now what?!?!?!?!
https://youtu.be/kvytgzvqlgQ?si=fGDAGUTo1ui52mFc
There's another talk somewhere for ksp1 but this covers some of the art pipeline too, which is definitely helpful
Join us for a guided panel discussion with developers from Intercept Games, who will talk through the process and challenges of creating fully spherical planets in Kerbal Space Program 2. Artists and engineers describe the steps that went into recreating a fan-favorite celestial body from the mesh up using the Unity game engine with new tools, n...
Thx for this resource
well, what did you just do?
is there any setting that you change?
idk, i think it only happens on this specific model
no
is this using custom shader?
no but could it be becuase of this setting?
Is SSAO enabled here or not
yes but on other stuff it doesn happen
like this is the only plant
(i am currently creating plants for my game)
Like I suggested previously, test it with a different texture, material and shader
To try to isolate the issue
Test the same material in another different mesh
ok i figured that changing the radius increase the weird effect
Not what I suggested there
i set it to 0.01 now its gone
yes but i truly sorry
sorryyy "Spazi and quadro"
im realy sorry, this havent happen before
I assume your SSAO is effectively gone as well with that
yup
il just remove although it does make my game look much better
and again i am sorry for bothering
Not a bother at all, as long as you give clear information and try the suggestions we give
Are negative lights possible in URP?
as in, a light component that subtracts light
looking for it to apply it to this bottomless pit
Nope, u can use shader graph
A shader that make things dark based on depth
Watch some water shader graph tutorials on youtube
Its the same technique they use to make deep water look darker
Yes, at least in earlier versions it was
Editor doesn't allow it, but scripts do
Seems like a extremely hacky solution to me
Still, you'd have negative specularity which would look all kinds of weird
For a shadowy pit I'd make a transparent mesh with a dark fade
Or go the shader route with a material that fades to black over a distance
so a black hole? try setting scale of a cube to a ridiculously low number
How does that work
not sure if it works like that in unity but it does work in physics
physics
How can i achieve a low bitrate effect in urp, is it even possible?
Depends what you mean by "low bitrate"
like you're watching a twitch stream with a 1mb/s internet at 720p
you may see some artifacts
and i want that
luckily i have an example (webgl)
i think this does it really well, as it does feel like you're playing through a stream
you just need to enter a music video to see it
Have you got a screenshot? I see film grain but not anything resembling a low bitrate
um its kinda hard to see but theres some sort of compression so you can see some chunks
If you mean this it looks to me like an actual video texture with compression, not a realtime compression effect
ah yes exactly
Besides that there's a lot of simple blue noise
there's also animated overlay textures like this
@hushed lion if you can get by making a fullscreen shader that merely looks like compression, that's the best option
It's technically possible to use the same algorithm that realtime video compression uses but it's really complicated and specialized, not like the fullscreen effects we normally make for games
With URP you can also decrease render scale with one of the upscaling filters to enhance the effect
i'll try
thanks man
How do I get a fullscreen Blit in a custom scriptable render pass? I tried using this Unity manual but the line Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_CameraColorTarget, m_Material, 0); where the RTHandle gets blit to itself seems to be causes buggy behavior from what I can see in my own example and have read about online in forums and documentation; it fails to correctly blit the data. Adding a second RTHandle is supposed to be a workaround, but I haven't found a way to get it working without using obsolete APIs like CommandBuffer.GetTemporaryRT and CommandBuffer.Blit. I read that the suggestion method is to use RenderingUtils.ReAllocateIfNeeded but I have been unable to get it working. Can anyone point me to an example of a fullscreen blit using URP 16 with srp?
Does anyone know how I can get a rendertexture from an orthographic camera that only sees objects from 1 layer, to only show those objects and cut out the rest, I've turned the background to solid and to be fully transparent but this has no effect on it and always includes the background
Hello. I switched my Unity project to the Universal Render Pipeline (URP). I converted the materials etc.
But the asset pack which I bought faces difficulties with a lot of assets. Yet, the owner of this asset pack claims that it fully supports URP/HDRP. Am I doing something wrong?
You're not supposed to convert them if it supports the render pipelines, but look for the correct assets
guys I don't know if this belongs here but now I changed my material to urp when I shoot my bullets at an object instead of the bullets disappearing they are reflected
like this:
this was not happening me before
@jagged nexus The asset you're using has "SRP install instructions", "URP setup notes" and a .unitypackage for URP
Check them all out
it worked
I fixed it. It's always the same. I search hours for a solution, I ask for help somewhere and immediately afterwards I find the solution. It's doomed! π
Exactly. I didn't see it
#archived-urp is only related to graphics and rendering, while this seems to be a scripting problem
You have some obvious red errors in your console which likely stop your script from running
I am wondering. Does it affect the materials if I convert them and then use the .unitypackage for URP? Cause the light and the shadows appear too intense.
It's the first time I am actually using URP. I don't know whether this is normal or I did something wrong
solved π
It doesn't look normal
If you've upgraded an existing project, some URP configurations may be missing or incorrect
And if the asset is designed to work in a specific way, it could be disruptive to do the steps in wrong order
I'd refer to its documentation in the latter case
Would you recommend me to delete and re-import the assets in the according project? And then use the .unitypackage for URP so I do not wrongly convert them beforehand.
I am wondering whether this would negatively affect my scene. I am very cautious after I figured out that git doesn't "heal" the changes I do with a render pipeline change.
I would recommend that, but check the asset documentation first
Git should be able to revert any change to tracked assets, though in some (rare) cases the changes are made to Library which isn't (shouldn't be) tracked
I would also recommend making a fresh project with URP preinstalled, or at least getting the settings from there
Ye, I did that with URP preinstalled. But in the wrong order (1st converting 2nd using the .unitypackage for URP). I'll test that on this test project
I totally forgot that I am ignoring the assets with my .gitignore because this asset pack is so freaking large
By URP preinstalled I don't mean the package, but the project
URP works best if you have a volume with tonemapping, and have enabled Linear color space and HDR from project settings
But if you're developing for mobile those options may not be available in build
This is weird.
I deleted my assets in the project folder. Removed and reinstalled the URP package from the manager. Reimported the assets I just deleted. Executed the URP .unitypackage. And then this error occurs and all my materials remain pink. Is it truely necessary to do the material convertion thing which I thought is wrong?
Sounds weird
What did the asset's "SRP install instructions", "URP setup notes" tell you to do?
Except for this page there is nothing worth mentioning (Only "what's new" etc).
But this doesn't seem relevant for my particular issue
This is the SRP install instructions
1 - Make a new URP or HDRP project template using your Unity Hub
2 - Install one of the packages that fit your newly created pipeline
3 - Enjoy creating!
Oh, that's a letdown
what do you mean exactly? I am a bit confused by the instructions of the txt
Does step 1 involve creating a total different project which uses either URP or HDRP? So I cannot change the pipeline within an existing project as I did previous times?
They're very general instructions I mean
It can be used with upgraded projects but it recommends making a new one, probably because it's a smoother experience that way
It doesn't have any steps beyond "install package, install URP package within"
Question on URP render objects and using the stencils. Basically I've split both the opaque queue and transparent queue into individual render objects for a specific layer. The problem I am having is that even though I've now full control on ordering of the rendering, it seems that I've lost the alpha blend information in doing so.
I've messed around with the settings a bunch, but I'm not sure if it's just a limitation or perhaps there's more I need to clarify like the depth
Perhaps there's more options if I were to just do the passes via script
Oh, actually it seems to just be a problem with post processing, hmm
Spazi, thanks for your patience. I am most likely going to create a new project with the URP template to prevent any unforeseeable problems π
Well, I seem to have got a lot of what I want working, but unfortunately it seems less performative than I hoped. I'm not too sure of the problem, but it seems masking objects over other scene objects still contributes to the total rendering/batching done. I guess technically I'm overdrawing somehow? But I expected the stencil pixel replacement to fix many of those issues, but I guess not.
doubled shadow distance with halved shadow resolution will result in same performance?
Increasing shadow distance doesn't by itself change shadow resolution at all
In fact doubling it more than halves relative shadow resolution because the number of shadowmap pixels are now spread thinner over the larger area
But it would decrease performance relative to how many more meshes now need to be included in shadow casting, which may be significant if you're not using LODs and distance culling, or small to negligible if you are or have no meshes in the distance
i converted my project to URP and now my materials and everything have this weird grey pixels around them, what's causing this? do i gotta rebake the scene or something?
I don't think it has anything to do with baking
Looks like either a post processing effect or a renderer feature such as SSAO malfunctioning
I'd try to confirm that by disabling any active renderer features from the active renderer asset
yeah baking wasnt it, just tried removing my data asset
wait how do i do that
As part of converting to URP you've created a least one URP asset and a URP renderer asset to go with it
The renderer contains renderer features like SSAO
(If you have more than one URP asset you may need to figure out which one of them is the active one so your changes would stick)
yep, disabling SSAO fixed the problem, thanks <3
If you need SSAO it's probably possible to fix the issue by tweaking its values
Yeah I ended up tweaking the distance, qualities and radii for different assets
what exactly is the URP in laymans terms and what is it best used for?
Renderqueue doesn't show up for materials when in URP it seems.
Is there something I can do for that level of control?
I think you can override it with scripts
Or use the Render Objects feature
i get that its used in making games for mobile and phone but why would i use that over hdrp or regular unity? can't i acheive the same thing in both?
if its a 3d harvest game i don't see why i'd need anything other than basic vanilla unity
Not specifically mobile games.
It has things like vfx graph and shader graph, it can also provide higher fidelity graphics with a low performance cost
Its pretty good for stylized and semi-realistic games
If you want the best performance you can get then use built in
so none of them are really designed to have custom scripted shaders, or rather if i wanted a custom scripted shader and lighting to work best i'd have to use URP or HDRP depending on the game
Im pretty sure all render pipelines can use custom scripted shaders
Its just that urp and hdrp have a visual node based tool to create shaders
ahh thats the difference
Since when is that
I remember having to upgrade my project to urp just for shader graph
if i am not wrong it's on 2022
you can create one shader for 3 pipeline now (BIRP, URP and HDRP)
ofc as long as the node is supported
neato
inserts today I learned
dang, SSAO has alot of problems
While I'm glad that it's available it feels like it needs a lot of refining
Using normal maps for the first time. I want to make it look like how the pattern is on the floor. Why is the normal map texture so much more pronounced on a wall? It basically covers up the base map texture.
probably the UV map of your 3d object
yes
What does the normal map texture look like itself?
Is it also set as type: normal map?
Yes this was more or less the issue, I just used a simple texture and then made it into a normal map through Unity. It works much better now that I ran the original image through a normal map generator
Is there a way to have multiple global PostProcessing volumes in a scene?
example:
Volume1:
- Bloom
- Motion Blur
Volume 2:
- Lift, Gamma, Gain
and so to kinda blend them
So, I was trying to follow this Unity Tutorial on how to make a compute shader for a 3D graph made of cubes so it could run on the GPU. I was section 2.5: URP, on this page approximately.
Tutorial: https://catlikecoding.com/unity/tutorials/basics/compute-shaders/
When I made the ShaderGraphFunction, and added the HLSL script inside this. I got this error.
"Shader error in 'Shader Graphs/Master': Include file 'PointGPU.hlsl' has been recursively included 16 times, stopping compilation."
I could not decipher this error, and I knew a few basics of deciphering & debugging errors. But there was no way I could debug this.
When I ignored the warning, & tested the project, I only saw a purple cube.
When I returned to the shader graph, it returned to an incomplete state.
So, please give technical guidance on how to get through this.
Anyone got any ideas why material.EnableKeyword(string keyword) might do nothing? I've checked the keyword is correctly declared in the shader. If I supply an incorrect keyword, I can see the incorrect keyword appear in the InvalidKeywords list of the material in debug inspector mode, but the correct keyword never appears in the Valid Keywords list
Through logging I've been able to find out at least that material.EnableKeyword is working as expect, but Unity immediately reverts the changes on the first few frames of PIE. It seems this is triggered by Unity compiling a shader variant, which resets the material keywords and creates a new instance, which no longer has the keywords set
How do i fix this goofy ahh shadows
What exactly is it that you want to change about them?
There are multiple things you can adjust about Shadows, but it's not clear to me what in those images is "goofy"
They're not in the right place
Shadows are related to your Lighting, if you say that the Shadows are not in the right place, you might want to change your Lighting
Why is it not connecting to the table arms π₯Ά
You can adjust your Shadows Quality by using more/less Cascades and adjusting the Bias, that may fix the "not connecting" part
Oh ok thanks π₯Άπͺ
No problem! For LowPoly Models, I usually set both the Bias values to be 0.
Also, for the future, if you're on a Windows PC (any OS actually) you can just press the shortcut for making a Screenshot and directly paste it into Discord, may be more straight forward for all of us, those artifacts when making a photo of the screen with your phone made it hard to actually see the issue you're having with the shadows for me π
how can I add a stylized grass in my project, I think URP is the problem
Is there a way to setup shadows distance per layers or something?
I have mix of very big ennemies and small swarm, and would like the big ones to cast shadows even from afar while the little ones only display theirs upclose for performances reasons.
Is there any way to do something like this?
You may be misunderstanding what kind of shadows should be cast there
The shadow of the table top would not be connected to where the table legs meet the floor as your arrows seem to be implying
What may be confusing you is that your shadow resolution is so low (and/or light source size/diameter is so high potentially) that you cannot easily see the shadows of the table legs
Try googling "urp stylized grass" and go wild
Damn ur right
How do i fix the legs then π₯Ά
Still, tweaking shadow resolution up or playing with bias values could improve the appearance
Just avoid extreme bias values like anything too high or anything close to zero, or you get different shadow issues elsewhere
But when i'm messing with the bias the shadows ain't doing anything π₯Άπͺ
Trying to edit the render pipeline and the light nothing works
This is totally fine and an expected use of volume overrides
Two different overrides from different volumes work together
Two of the same overrides from different volumes override each other based on priority, and are blended by volume Weight
(though some overrides can't be blended / can't have partial weight)
Please tell me ur infinite wisdom and infinite power across many planes
If nothing works, you are probably editing settings of a quality level / from a render pipeline asset that's not actually in use by the currently active quality level
The last quality level you've clicked in Project>Quality> is the currently active one
There should also be biases that can be set per-light source that work regardless of quality level
I'd try increasing resolution first though, to make the effects of bias more apparent
Note that there are many different settings for shadow resolution that can be confusing
Thank you for your infinite knowledge and wisdom i shall try apply your learnings to my creation and life and child
Some of them are only for the main directional light, while the "additional light" shadow resolutions use a tiered system, which means each light can choose between three resolutions which correspond to the three defined in the URP asset
Additional lights are "punctual lights" meaning point lights and spot lights
Good luck!
so I'm not sure if this happens without URP but for some reason my lighting goes really bright in some places when Contribute To Global illumination is on the object, it seems like smaller places do this but the room Infront of the bad one I smaller, I'm also going to post this in #archived-lighting so those people can help, i also sent an image of a good room
also this only happens after bake
the only reason i could think of right now is lighting intensity
the value could be too high
could that effect lightmap?
plus i only use 1 material for lighting
and when the lights are gone its still like that
this is the light map
can you check your hierarchy
try typing t:light
this will filter your gameobj and show only game object that have light component
just to be sure
is this custom 3d object? like from blender or something
make sure that this setting is on
if it's still not correct then i can only assume that your baking process was having an error
well i could be wrong tho, since whenever i have this kind of problem was because of the light intensity or the generate lighmap was turned off
were is this?
its not a model, its a plane
defautl plane from unity?
no, probuilder, not sure what the diffrence is though
hmm, i have never use probuilder before and i belive there's different between mesh generated from pro builder and unity default plane
but if you have a time you could try baking both of them (plane from probuilder and default unity)
for debugging the problem
the thing is, i have other probuilder planes and its only this one thats doing it
maybe try disable any emmisive material for the room that have broken lightmap and try baking it again?
since you only have 1 light so the extra light can only come from emmisive materials
alright trying this
good luck π
same thing
hmm, well i cant think any other reason other than what i just suggested
odd, cause its not the room thats glowing its the light map
@jolly quail this is the light map of the room
honestly if you want the dumb way you can just put the texture into the photoshop and just make it darker
it wont fix the original problem thi
After I installed urp I started getting weird lighting issues like this
how can I fix it?
Try tweaking the directional light near plane setting
I fixed it! Ty!
why my decal material isnt rendering?
You've not shown any details about what's meant to be in the scene, is there a quad here, what are we actually looking at?
Also decals don't tend to render in thin air, they're designed to be projected on surfaces, so if you've made one from a Decal Shader Graph it's designed for the Decal system
Opening a prefab of the decal wont give it anything to render on
anybody know how to fix these types of lighting bugs with urp?
moving the editor view ever so slightly makes the scene darker
the lighting is so choppy
im experiencing it in multiple projects where the lighting is cut off and its super blocky on certain faces
or like this
this gif better explains it
(and this project is for vr)
It looks like you're using vertex lighting
Is that intentional?
Why does the URP implementation of Dear IMGUI make Gizmos dissapear on Unity 2023? Does anything in the render feature stand out? I have 0 experience with URP rendering features.
Shader script
I learned to switch it off vertex lighting but that was the default
But my buddy showed me what to do
Yes, but even the render of the thumbnail from the prefab-material should works, now if it is applied to a quad it doesn't work either
here is how looks the quad
Yes, but what I wanted to say is that even if I rendered it on a quad it won't work, the decal would really work, the thumbnail of the prefab would show well
Where's the quad here?
The quad is which is selected on the photo
It's BulletHole
Without the thumbnail
Why aren't you testing the decal in scene against world geometry?
when i change a value of this volume while not in playing mode it works, but once i enter play mode it resets back to 0
why is this happening?
Even if you put the material on a mesh thats not how decals works what you have now is a form of mesh decal you still need other geometry to project to
Help please, Surface Options are not appearing when autodeskinteractive is selected, this is happening in 2022.3.7f1 URP and 2022.3.16f1 URP. This does not occur in HDRP.
all the materials when i set to decal they turn like there are not material
in all the ways
the thumbnails even
all decals are like that
I am trying to use _MainTex for a shader and when I apply the material to a sprite, it seems to be applying it to the whole sprite sheet that the sprite is on. Any ideas?
If you're stuck in a loop we'll need you to break out of it
Try the decal projector against world geometry
Forget about thumbnails and prefab isolation mode
yeah the material can render but like i said before the decal projector needs a decal
and when i change to decal it seems to not work the material
the decal materials always requires a normal map texture?
You have two warnings that you need to resolve before decals will work properly
ok
so how i should solve that?
convert bulletHole material to decal
I'm switching an older project from built-in to URP and have a question about setup. My project uses 2d sprites for the characters and a 3d world for everything else. When I go to create the URP Asset, I get two choices (URP asset with 2d renderer and URP asset with universal renderer). Should I pick 2d even though my game isn't fully 2d? Would doing that negatively affect rendering for my 3d world scenes? Still new to the SRP concept and I don't fully understand the tradeoff between the two choices here.
If you're mixing 2D and 3D - you should opt for the Universal Renderer.
2D Renderer gives you more tools for 2D-specific stuff.
I believe you can change later too if you feel like you chose the wrong option.
Is there any way to change shadow resolution/bias per object? I'd like my trees to have a lot more blurry/softer shadows but keep the same res for characters
anyone encountered this problem in unity 2023.3.0b1
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)```
```InvalidOperationException: Trying to use a texture (_MainLightShadowmapTexture) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.
how do i enable SSR??
Thats not a thing in urp.
It is only officially avalable in hdrp
But there is probably some asset out there that adds ssr to urp
"universal"
screen space reflections are relatively cheap, why cant they implement it officially on urp?
its on the roadmap
along with volumetric fog and RTX for URP
Hi, I'm playing with the ShadowCaster2D component, and have it using the Sprite Renderer as the casting source with Trim Edge = 0.2
I like the effect, but for some reason the shadows look different in the editor than in the build, any ideas why? Comparison attached
@signal creek @violet bison URP 2D Renderer locks you out of most of 3D rendering features, including any shader that's not simply Unlit
URP's default ("Universal") renderer locks you out of some 2D rendering features like 2D lighting and pixel perfect camera
Built-in Render Pipeline locks no features into just 3D or 2D, so while it's antiquated in many ways, it still has an advantage in projects that are 2D/3D hybrids
@marble vigil @violet bison Thanks for the insight y'all, I was looking for a quick breakdown of the options like this but couldn't find it in the Unity docs. I might stick with Universal since I'm hesistant to hang onto Built-in at this point.
In my opinion you should start with the default 3D URP for hybrid graphics and see if you run into limitations
If you need predominantly 2D visuals, 2D URP might work, though you'll likely be using the shader graph a lot to make the mesh shaders
If you need pixel perfect rendering and the 3D stuff seamlessly pixel perfect with the 2D, then BiRP is your only practical option
@marble vigil Yeah that sounds like the best course of action at this point.
anyone had problem with adaptive probe volume in URP scene view and after clicking "CTRL" button?
If you can repro it you should file a bug report
hey guys, got a weird issue, my lighting maps arent saving for some reason. no clue why. anyone know how to fix this, unity version 2022.3.6f1.
ill bake them, it will load, and work, but as soon as i reload the project they default back to what they were before the bake
Do the lightmaps appear in the assets? Does the scene's reference to Lightmap Settings asset change at some point?
If the Lightmap Settings asset is preserved in the project, can you reassign it?
yea they do, they get made and everything. but they just wont stay.
also what do you mean reassign it?
heres a before and after before:
after
the lighting isnt weorking.
the lighting settings asset dosent seem to be changeing, i set it as a new one just to check and it hasnt changed.
baked lights are sdhowing up just not working
You would make sure the Lighting Settings asset in this field is the one that the lighting was baked with
yea because this is a new bake
i made a new asset, baked it.
reloaded and its the same issue
I mean to say
Is there the old asset with the old baked lighting around you could test
From the image it looks like your baked lighting is working somewhat, so maybe it's the mesh that changes somehow
Otherwise we wouldn't be seeing the shadows of the frames at all, I assume
yes but its haveing the same issue.
@marble vigil if your able would it be easier if we vc?
got any idea then @marble vigil ?
Just a hunch that it's more likely to be a problem with the meshes than the lightmapping
didnt have this issue before.
its a recent issue. something changed.
i dont know what but something did
also if it where a case of an issue with the meshes, wouldnt it show on the first bake?
why would it start an issue after a reload?
Not something I've seen before
But the clue that we seem to have is that the lightmap is there, but the mesh lightmap UVs are changing somehow
how tho, its not like im changing the uvs and then putting the wall back in...
the wall is haveing an issue for some resason, its images dont get the shadows its just the walls.
could it be a shader issue?
Is there anything else I can do for the lighting in my game? Any feedbacks?
managed to fix it wanna know what i did? i took a copy of the wall part, put it above the old one, removed the old one and put the new one back in. it fixed it for some weird reasion...
hello, when changing from high fidelity settings to performant, for some reason my title image gets super blurry.
image 1 is performant (blurry), image 2 is non blurry title.
how can I prevent an image from becoming blurry?
i've also pasted the image import settings.
thanks in advance!
Presumably you have Project Settings/Quality/Global Mipmap Limit set to something other than Full Resolution
that was it! thanks a lot!
Unity 2021.3.9f1 / URP.
Spent the past week or so fine tuning our URP settings, render texture formats (we dump most visuals to a game or UI RT before composing them via canvas), etc.
Come up for air, and I'm finding on certain UI elements, I'm getting static noise visible over areas that are hidden by UI masks. The static noise seems to be representative of the hidden elements' silhouette.
I've grabbed a screenshot where you can see it mid animation, and highlighted it in the second: white glitchy static.
I've been going through trying to revert settings one by one, but am coming up empty handed.
The layout we've got is a "UI" RenderTexture and a "Game" RenderTexture. These are then rendered to screen via a camera, as RawImages with the UI layer ontop. This static only seems to be appearing over transparent regions of the UI rendertexture - if i put a backdrop to the UI, no static.
Has anyone run into this before?
is there something wrong? Why this camera is boxed red?
Guys, I used the urp decals to create a "fake shadow" proyected from the player to indicate where they are going to fall on a platformer; but somehow it isn't showing when I export it as a WebGL; even though in the editor on the same version is showing properly; any idea why this might be?
im really confused on whats going on here, I added URP to my project and upgraded all my materials and yet they are still broken?
I checked and standard built in shaders are still pink
how did you upgrade the materials?
hi all, any idea what could be causing this issue? the pipeline settings are all correct and it works on another PC just not my laptop
Check the active quality levels and their render pipeline assets
Looks to me that a 3D scene is being viewed with the 2D renderer asset
hi, anyone ever succeeded in rendering Parallax occlusion mapping shadows under URP?
Hello everyone. Isnt DepthMode : After Opaques supposed to copy depth after opaques have been rendered ? Im having some issues with my AO not being applied correctly because I do vertex position modifications in a Shader Graph. But looking at the frame debugger, no matter what I try, DepthNormals are always done before opaques
Closer camera which displays the issue bit more clearly in the preview
Actually, it looks like this could be the culprit, Im on 2022.3.7 https://issuetracker.unity3d.com/issues/rendering-layers-trigger-depthnormalprepass-when-using-decal-and-full-screen-pass-render-features
Reproduction steps: 1. Open the attached βDepthNormalsPrePass.zipβ project 2. Open the βAssets/Scenes/SampleScene.unityβ Scene 3. Op...
Sadly not, upgrading to newest 2022 doesnt change the ordering of the depth pass no matter what settings i try. Any advice with the above?
Edit: It's weird, but I restarted my computer, tried again and it was there.
Was trying to switch to URP when I found that the Rendering option has disappeared from my 'create' dropdown. I've scrolled as far as I can go, and it's not there. Any idea what could be wrong? I had just imported the URP and was about to make a new rendering asset. It also does this with any new project I create
is there any way to disable a lens flare on one camera? like if I have 2 lens flares pointing at the same light. I dont want to turn off post processing on one of them.
and how can I make a specific object NOT occlude a lens flare?
No, unless one of the brand new editor versions implemented that
A pretty glaring limitation
and what about making an object not occlude a lens flare
i saw it done in unity 5
Srp lens flare uses purely the depth buffer iirc
So all opaque objects will occlude it whereas transparents will not
Which means there isn't any simple way to otherwise disable occlusion
thanks
Somebody knows how to fix this hair to look better? Im using Unity toon shader in URP https://cdn.discordapp.com/attachments/497872424281440267/1194815652934996058/image.png?ex=65b1b9ca&is=659f44ca&hm=06af0a8a315e7feb64b8118fd84ebd30216e45eca6a952ce0ce13ae458407425&
Most toon shaded characters use solid modeled hair without transparancy
I had a look and it looks fine? i think?
Quality tab, not Graphics tab for the active quality level
Then examine what renderers the urp assets are using
ahh my bad, i went through them all and added the renderer, all of them except ultra had no pipeline , but I still have the sme poblem
Can you describe the "this issue" in words here rather than making me guess, and give any background information that could be relevant
Are you intending to use the 2D or 3D renderer? Are they meshes or sprites? What's the scene supposed to look like?
yeah all good, sorry for no context. so.. i added lights and it looked like this (attached video) a few days ago (2D renderer, sprites etc)
I pulled the project onto my laptop and now im getting i posted here before. I double checked the packges are all loaded, the reneder is the same, i did however forgot to commit the sprites i used so im using different ones now then in this video
I see, check the camera component's background setting
It could be "uninitialized" instead of a color
brother... youre kidding that was it
thank you
Threw me off a bit as that also happens if you have a 3D scene that uses a 2D renderer, which also turns meshes into dull solid colors that look just like your sprites here
ahh ok, good to know
Hello.
I'm trying to fix a 3rd party outline effect for Unity 2023.2.2.
https://github.com/Robinseibold/Unity-URP-Outlines
Before upgrading my project from 2022.x.x, it was working just fine. I'm communicating with the author of the outline effect and he's willing to fix it for the new Unity version but he will be busy for weeks and I would like to help him via a pull request. I updated the scriptable rendering changes (Using RTHandle instead of the obsolete RenderTargetHandle) and make it compatible/compilable for 2023.2.2 but there is a serious visual problem I can't get my head around.
I posted the details to Unity forums. I wonder if any of you guys experienced a similar problem.
https://forum.unity.com/threads/rendererfeature-shader-got-broken-after-upgrading-to-unity-2023-2-2.1536004/
Just had unity crash on me
TWO TIMES IN A ROW
maybe if the devs focused more on making the engine good and less on fucking the developers THIS WOULD NOT HAPPEN
I am going to cry if urp does it again
Can someone tell me why these random pixels appear between my wall tiles at a certain angle?
The models are anchored on a grid and there are no floating point errors.
Is it possible to render a culled layer's shadows? like for example, the main cam culls the player and weapon. but I still want shadows. making a object shadows only wont work for them as for example, the gun layer is rendered on a second cam and stacked to prevent clipping. thanks for any answers.
dont cull the weapon on the main cam but instead keep the mesh render on it and set the opacity to zero with a transparent shader
wouldnt that just make the weapon completely invisible on the gun cam
Ah, in that case have two renders of it
something like that
at minimum, you need a mesh render to block light/cast shadows
I find camera stacking kinda limited for that purpose due to this reason
Personally I prefer viewmodels that are shrinked towards the camera so it's small, and optionally also squashed and moved. Even if it's just shrunk, the shadows will look pretty much right.
Another option is to use the render objects render feature to manually control the render order of objects. With that one the scale is correct but you'll still get weird behaviour when pushing through walls so you may want to combine this one with the moving and squashing to avoid obstacles
I prefer the shrinking option though, simple and so far worked perfectly well
Messed up values produced by the shader
Which shader is it?
You can see a black pixel in the middle of the flash, that's a sign of a NaN value that throws off bloom
prob a basic issue but i imported a character from the asset store but all the materials are pink and are based on a shader
How can i fix this?
Either that shader is made for the built-in render pipeline, or you don't have URP installed and configured
Probably don't have Shader Graph either
managed to just manually set it up w/out the shader
ty
guys i am using transparent materials on my mesh
an this is happening
i dont want it to do this everytime
it looks like theres a face orientation problem
but it has not
Use opaque instead
Transparent meshes have much more limited depth sorting, so only surfaces that need to be explicitly semitransparent should have a transparent material
i have a fade script using transparent materials. so i cant use opaque. But i figured it out. its happening because the mesh inside it. I Destroyed it.
It will basically always happen, if your mesh has any polygons that overlap from the camera's point of view
Games don't do that type of fading effect using transparency alone
Old games used to swap to a transparent material for the duration of the fading, and you see the same problem there
You'll need some workaround
hmm this seems logical
I have a question
Iβm trying to use screen spaced reflections in urp but I realized that doesnβt work, and reflection probes wonβt cut it, because the reflections donβt always line up with the object. Any way I can make just some reflections that work with urp? And not a reflection probe? Iβm kinda new to unity
I also suck at shaders
URP can do SSR, but it's not implemented by default
The brand new URP sample scenes implement it, but it's undocumented
There are custom solutions on github among other places, but if you want one that's simple to set up you may want to get one from the Asset Store
Thanks, I tried one from the asset store and itβs not working for some reason, is there anything I absolutely need for it to work? It doesnβt specify requirements on the package page. And I looked through quality settings and all that, I also activated the βcustom reflectionsβ through post processing and itβs all custom.
Dunno, depends on the asset
Ok, I slept on it and Iβm gonna give some other things a try
even the demo scene wont work.
hold on i found some hidden ass instructions
yeh thanks for ur help
Was wondering if there's a reason RenderingLayerMask doesn't seem to be exposed as a filter on a custom RenderObjects feature, only the LayerMask. I am in a situation where I am running out of gameobject layers to use for rendering effects and would love to make use of the RenderingLayerMask, without having to create my own custom RendererFeature and Pass in code.
I upgraded from Unity 21 to 22 and now my polybrush tool doesn't work anymore. Can anyone help? its in urp
Greetings
I am working with URP for Light2D module for my 2D game and I am facing heavy optimization issues. I have one shadow casting and multiple not shadow casting spotlights. I am having 40-55 fps on movement and ~200 on full screen UI or after some idling. Deep profiling hinted that shadow casting made around 80% of total CPU loadout which is Not Great. I tried optimizing URP settings e.g. shortening shadows length, making a lot of stuff static and disabling a lot of options but I squeezed only around 5 frames out of it.
What should I do to optimize Light2D shadows? I am using tilemap with custom tile colliders and composer for them to cast shadows.
Picrelated - CPU in pain from deep profiling (enabled after spike)
Was wondering if there's a reason
Deep profiling is usually meant for getting precise data about how costly specific function calls in your own scripts are, rather than general performance
Have you tried generally profiling CPU and GPU use in build?
I did. it is mostly CPU that is noticeably loaded, specifically by ShadowCaster stuff. Specifically when it has to recalculate shadows after character movement. All this takes around 80% of general load of the project
I also get occasional memory leaks from Light2D (I haven't touched the source code), if that may somehow impact performance aswell.
For a test I disabled shadow casters on objects and it is ~120 fps again, so its definitely shadows making trouble.
Maybe enabling/disabling it when the object appears on a screen may easen the load?
Yeah it worked lmao
Simple occlusion fixed the issue and i have both shadows and smooth fps
Interesting, what do you mean by "simple occlusion" exactly?
Simplest script, that enables and disables Shadow Caster component in OnBecameVisible/OnBecameInvisible methods
Does anyone know a working volumetric fog shader?
all the free ones i've found online are a bit of a mess
hello everyone. I downloaded the samples from Unity in Unity Hub. I want do explore URP.
So when I open this template I got this effect. Is this normal? I change nothing, this is example from Unity
there is strange noise effect with shadows. In editor and playmode
is this normal? or I have something bad with my PC?
Unity ver: 2022.3.16f1
where I can find this option?
Universal RP
In URP Settings data
so turning this off helps but then why unity makes this on?
making a very small intensity still makes this noises
so how to use SSAO then?
maybe I will ask in other way: Unity makes this settings in their template. So these noises was because of my PC, or they make mistake in setting up this thing? I assume that they know what they are doing so what cause this problem.
I will ready link thank you π I'm also watching tutorial, and people don't have this problem in this template
this noise is of such quality because the calculation requires more computing power than you think. This is simply to save computer resources - after compiling the SSAO project, the quality will be better, but not perfect because the principle of operation is based on noise.
Anyone has any idea about that?
Something weird I've noticed is that when I don't use the URP template, and instead convert my existing project to URP, I don't see all the different renderer assets in my settings folder. Only when I use the template do I have the high fidelity renderer assets and other ones. Are they just located somewhere other than in the settings folder? I'm following a tutorial that requires me to find the high quality renderer asset and modify it, but I don't see it anywhere. The screenshot shows the assets that are normally in the settings folder with the URP template, but which do not exist in my settings when I install URP manually. Anyone have any clue where to look?
I've just updated my project to 2023.2 and my decals are bouncing/flickering when the camera translates across the y-axis, I can't fathom why this is?! This also happens in a basic test project I setup when I set the rendering path to deferred (which my project is). Is there any workaround for this (I'll report it to Unity ofc)
This only happens in DBuffer mode (which I need to use).
Yeah sounds like a bug. Surprised no one else found it yet though.
Send a bug report and maybe make a thread on the forums. Also check if it's still happening in the 2023.3 beta. They might have already fixed it
Thanks!
eh screw those volumetric fog assets
i now resorted to simply using the built in fog and creating a custom sky texture in substance painter, that blends with the fog color
works pretty good too, really makes this underwater space feel infinite https://thane5.itch.io/abgrund
and the performance is also ten times better lol
Looks like URP upgrade guide documentation is horribly wrong. Does anyone know how to get around this problem?
Does anyone know why if I use a cube and put the shader Universal render pipline/2D/sprite-lit/default the cube is transparent?
2D revolves around transparency because how of it's made with the intentions of sorting through the transparent rendering queue
you can force what is render first/last through the sorting layers
which is specifically to transparents
Can I do that in code? I want the top to render first, then the back, then the front, bottom, and sides. I changed the UVs in code in both examples, I just want it to look like the bottom picture
you can do it right on the spriterender which is what you're using I assume
I'm not using a sprite renderer
what are you using
if you're going to use meshes then use opaque shaders
2D is specific to spriterenders
well, what you're doing there is sorting by pivot because of how transparency works, so you can maybe figure it out with placement (assuming you lock the camera) otherwise change the sorting queue priority
another thing too is if you're planning on making a bunch of independent voxels like that then you're going to run into performance issues
You can change the priority via material, but I think the sorting group component may work. I'm not too sure
I'm just using 1 sprite sheet for that cube and changing the uvs to read it as it says in the sprite sheet so it renders 1 32x32 per side of the cube
drawcalls are the problem and you'll run into that issue without chunking
I'm not rewriting the uvs constantly
srp batcher may help a bit, but it'll eventually add up
I just have like 10 cubes out for testing
I'll worry about anything later, but I don't want to worry about that if I can't get it to work how I want it to work
The cameras have a renderer list that can select from current urp asset's renderer list, though maybe you found it already
I doubt you'll be able to sort geometry with sprite shaders in 3D space effectively, as they're really not built for that
Does it make sense to use 2D lighting with 3D geometry?
In my tests SRP batcher shrugs off draw calls like they're nothing, probably because it's designed just for that
I think sprite shaders (or sprite renderers?) haven't got SRP batching until newer Unity versions though
Yeah, it would probably be fine assuming they are all static flagged at editor time. I'd expect there's some more overhead when it comes to culling many individual meshes like that instead of culling per chunk basis, but that's something I'll have to profile.
SpriteRender is purely dynamic batching though like you were saying, though I've not heard anything about any changes in the newer versions. (Tilemap, which I've not looked much into, probably does do additional operations though)
Sure but the render scale is in the srp asset not the renderer
Thanks, I just wanted to see what I could do for fun. I'd have to write my own shader probably for thingies I want
Is here where I can pray to the graphShaders gods to help me undertand this cursed art?
Cause I am trying to follow a tutorial to create a screen postprocesing shader and evertything works but is somehow affecting only half the screen
The tutorial in question: https://www.youtube.com/watch?v=VGEz8oKyMpY
Until now, it's been tricky to make your own post processing effects in URP. It's going to become much easier in Unity 2022 through the new Fullscreen Shader Graph, and in this tutorial video, I'm going to create an outline post process to see how it all works!
β¨ Snapshot Shaders Pro Sale: https://itch.io/s/89921/snapshot-shaders-sa...
My "adapted slightly shaderGraph"
The result
It only works in one half I not even the same half all the time wtf?
If I am not mistaken this should return the entire screen on itselft right?
If I connect it to the main output, it shows me in the preview that it should be all yellow
Well, the result is only applying to half the screen
WHY?!
Oh I thought "renderer res" might've been a typo of renderers
I'd also like to know if render scale per camera is an option
Not really showed by my reseaachr
I'm using URP for post processing. I'm applying a global volume to the scene, which includes chromatic aberration and color adjustment, but no matter what I do the color adjustment will override the chromatic aberration.
ie. color adjustment removes all saturation of the scene, making chromatic aberration virtually useless as it also loses the saturation
I have even set two separated volumes, also messed around with priorities, but I don't seem to be able to fix it
the chromatic aberration is there, but colorless
how do you asign different volumes to different cameras?
Hey a quick question, I just noticed if I had 10 objects with the Line Renderer Component on the scene, even if they have same materials (but transparent), they will use separate draw calls each, plus a GrabRenderTexture thing. This hits performance like a truck (specially if you had more than 10, let's say 100 objects...).
Can someone explain to me, what are these and why only transparent materials are like this and if there are ways to circumvent this. Is it even related to Line Renderers or any mesh with transparent material behaves like this?
What shader are these using?
@marble vigil Now that I have looked into the shader, I immediately noticed the problem and also what is this Grab thing (GrapPass?) I changed the shader and now it's working properly. I think I've downloaded this shader a while ago and had it on the object without double checking that it's not an efficient shader...
From what I hear URP doesn't support grabpass, so if you can somehow force it to work I doubt it can work well
And from what I know it's not a cheap operation anyway
while we're at it, do you know how to feed the exact frame from profiler to the frame debugger? That specific frame that I want is hard to manually stop the player for that frame
Is there a way to fix shadow flicking in URP?
I think both profilers indicate the frame number you're looking at or let you select one? I don't recall fully
Another option might be to use Debug.Break() to pause Play mode from a script at a specific time
This looks like a problem with LOD models or with how the tree meshes choose to display them, but not sure more specifically than that
It looks like it might be happening to the visual tree meshes also, but if it happens just to the shadow caster tree meshes then it may be related to shadow distance settings
the problem was it only happen on player, not on editor
Whenever that happens you'll want to check that the quality tier that's selected in the editor is also set as the default for that build platform
If they differ and one of them has issues, the issues only happen in one and not the other
Looks like they match so there shouldn't be an issue there
If you haven't upgraded to URP after creating the project, the settings should be fine
It's a p roblem that I haven't seen before unfortunately
My hunch is that it has something to do with how your tree LODs are calculated, which is a part of Terrain settings if you're using Terrain for the foliage
I use speedtrees and this is my terrain configuraiton
I wonder if this matter, but I need the far away model look good and detail
as I already use depth of field and other thing
I guess I'm gonna use Unity Recorder instead
There's a warning there that SpeedTree trees are unaffected by Terrain's LOD settings, and to use the LOD group component instead
As it's definitely an issue with the wrong LOD levels flickering in and out, that could be pointing you to the right direction
yeah... this is weird as only happen in player mode
but playing in studio has no problem
there is something pissing me off beyond comprehension with camera stacking
probably my ignorance but when trying to use an overlay camera to separate post applied to the UI from the one applied to the world scene I stop being able to interact with the world
I have OnMouseEnter event system type methods used in objects from the world scene, but for some reason they will only work again if I add the layer where the world objects are to the UI overlay camera
I think when using UI with multiple cameras you need to determine the "event camera" in some way
@marble vigil @young escarp I'm not versed at all in coding nor unity backend so I will just report what happened.
As I said I had some event system methods such as OnMouseEnter and OnMouseExit assigned to sprites with their respective 2d collider in a World Space canvas. When trying to separate post processing volumes for the UI and the world using camera stacking the UI camera would prevent any, in this very specific context, mouse interaction with world.
I tried not using camera stacking, just base cameras, which is giving the same results anyways, but I noticed overlay cameras don't get to chose their background type, but do inherit it when switching from base to overlay. I made UI camera background be uninitialized, and now everything is working fine, be it as base camera or overlay camera.
and yes, I don't seem to be able to apply entirely separate post processing effects to UI and world, UI will stack with world in world camera, meaning that if I desaturate UI so does world but not vice versa
not fluent in English but as far as I can see this tutorial does separate post processing effects
In this video we're going to take a look at Camera Stacking with the Universal Render Pipeline, in short URP, using Unity! Using Camera Stacking you can layer game UI in Unity very quickly, and author high quality user experience.
Download the Cockpit demo, along with other URP example projects here!
https://on.unity.com/3jUFeQm
More info on...
It just rather briefly showcase than actually explain how camera stacking works, and the source is too messy for a newbie like me to reverse engineer
So, OnMouse events work now with the camera background swapped?
yee, I couldn't tell because overlay cameras just inherit their background type
from when they were base, before switching to overlay
Each camera can have its own post processing, but each one of them will include everything rendered up to that point, including post processing of lower cameras
Maybe that's what you're saying here
It's somewhat misleading but it does make sense
yeah, I just noticed when she toggles the volume for the cockpit, that includes a strong bloom, the whole scene is affected, duh, I thought she was actually separating cockpit post from world post
thanks for everything to you both! ^^
How to write custom motion vectors?
is Volumetric fog a thing on URP?
Not officially
Probably there are some assets on the store that can do it
You can also get some local fog effects with the help of shaders, but probably not the type that reacts to shadows
Hmm, i mean i wanted something like Lethal Company, i like how that game plays with Volumetric Fog, Now i see why it uses the HRP instead of URP
is official Volumetric fog ever going to be a thing on URP?
yeah volumetric fog is on the URP roadmap
maybe in future versions, i wanna keep on 2021.X
I had exatcly the same problem on HDRP. Try to turn off static on these gameobject. I know this one help, but I dont know the issue here
Did you resolve this problem in other way?
I have a remote ContentArchive from which I'm loading a Scene that has Adaptive Probe Volume, but the lighting doesn't work. Is this not supported? (Similar workflow with LightProbeGroup had no issues)
Hi, I have a small "open world" scene, and I have some interiors, how could I make it so the interiors ar completly dark? I found in the forum some techniques for HDRP with the Indirect Lighting Controller, but we don't have anything like that in URP, so how could I do it then?
You have two things to worry about: reflection probes and ambient probes
The simplest way to get it done is to do the baked lighting workflow, but the downside is that it may be overkill and somewhat limiting
Lightmaps take space, may be tricky to get working right and force things to be static
URP has gotten adaptive probe volumes recently so they could be a compromise
If you want to avoid baking lighting, you can also try to add only the probes manually
Reflection probes work fine without generating lighting, but ambient probes (or "light probe groups" in this context) have no interface to set them up without generating
But you can still read and write light probe data using scripts, so you end up with something like Indirect Lighting Override Controller, but with even more flexibility
TMP also has font shaders named "mobile", so maybe those work better on mobile devices
but that isnt compatible with URP right?
one sec
A BatchDrawCommand is using a pass from the shader "TextMeshPro/Mobile/Distance Field SSD" that is not SRP Batcher compatible. Reason: "Material property is found in another cbuffer than "UnityPerMaterial""
SRP batcher incompatible doesn't mean SRP or URP incompatible
No idea about ECS really
In my URP project TMP texts default to using "TextMeshPro/Mobile/Distance Field" shader
2021.3. project specifically, might have changed later
@tulip dew Still, you could make a test build with the "mobile" shader (or many if there are several)
Hi! I really like the effect of volumetric fog, like this: https://www.youtube.com/watch?v=En-VjBjto_U
But I think it's overkill for me to use HDRP for my low poly project. Is there an easy way achieve similar effect in URP? I want some haze to cover the ground in my scene. (not the fog settings! not the effect i want) I dont need it to look nearly as good as HDRP.
Im guessing this is somewhat achieveable with a shader and some noise, but not sure where to start.
Indeed, using shaders with scene depth and some math you can get much more convincing effects compared to scene fog
Though still very limited to compared any "real" volumetric fog systems
Hi, I have problem with decals, I want to render them only on one of cameras
You can define a Renderer per camera, so you could have a renderer with decals and one without
Hi guys, I have two scenes loaded at the same time with LoadSceneMode.Additive, each scene has a camera in it but i want each camera to only see the things in its respective scene, right now everything is visible at the same time to all cameras. How can I fix this? I am very new to unity
I also have a problem with decals, I want to render some of the decals by particular camera and other decal by different camera. These decals sometimes render on the top of the same gameObject. Unfortunately, neither layer of gameobject with decal projector and layer of gameObject with meshRenderer on which decal is projected, can influance decal culling. Is there any way to specify which decals should be rendered by which camera?
Unity 2023 has new layers special for decals. Maybe these will help you.
I'm thinking that too, but from the description it seems they're layers to mask affected objects, not cameras
Yeah, thats the problem :/
I have a problem with _CameraDepthTexture I can not explain.. I'm trying to get soft particles to work. I started with the URP particle shader, it didn't work.
I made my own using a shader graph with a SceneDepthDifference node, but it is all white.
I checked the frame debugger, and the texture is bound and seems to have valid input, yet my fullscreen effect is completely white (in particle shader) or black (in fullscreen shader) when using the node..
Hey all i have urp on and i added baked lighting and the scene is super dark any ideas?
Add lights ^^
I think I misunderstood the "default" and "pixel" parameters of the screen space position; with default and converting to linear01, things do more or less what they should now (though I suspect there was also a bug due to a custom render pipeline ^^)
its more blinding then dark, decrease the amount of bloom and that red light is also way too intense, play around with the indirect intensity of the light to brighten the room up more, and mess arround with exposure
It feels like this is close to impossible or would need a huge amount of time to do this with a shader π
What is the point of the "Scriptable Render Pipeline Settings" field in the Graphics section of the project settings?
It's not the currently-active quality settings (that's determined in the Quality menu)
Clearing the field doesn't seem to change anything.
I get a warning when I change the field, so it sounds like this should matter...
All of the settings in the Graphics menu are project-wide; they don't care about which asset is selected at all
Thanks
Yeah Iβve already decreased red sign brightness was an old screenie
wait where do i change indirect intesity in directional light?
in the same place you do with every light
Aghh the before one looks a lot brighter any ideas?
i saw some post on the forum about really long build time and this is the first time that happen to me, but i don't get how to fix this, any help?
Should i just wait and hope that with the cached shaders it will go much faster?
Hi all. This is kinda a broad question but, anyways
I'm scoping down my project's graphics from 3D to 2D topdown pixel. Altho i don't plan to focus on graphics, it still needs polish, and wondering what kinda features are reasonable/recomended to aim for and what should just be avoided. Things like topdown water reflection, certain post processing, day/night, highlights, obstruction(or don't have obstructing tall buildings at all?), etc
Cheers!
Is there any way to make the shadow fall nicely?
What do you mean with nicely!
You mean that jaggedness in the corners? That looks light shadow Acne and can be solved by changing the shadow bias in the light source.
Another thing you might be able to do -- that looks like a first person weapon -- is make a directional light that only effects the first person layer and nothing else
im pretty sure itll work but haven't proved it out
since the shadowmap resolution will be fitted to the fps view model instead of the world
How do you change it?
in the sun? I don't think that's what
Sun? I guess itβs a directional light?
is the sun
There is no βsunβ light component in URP
You have directional, point, area and so on.
And they have a shadow bias slider that you can adjust
I found it, thank you
The bias can be adjusted for each light individually, if you change it in the dropdown there
Thx guys
I recently upgraded a project to urp so a unity asset model would work but now materials are purple do I make new materials or can I upgrade them or what. Hope someone can help
Unity's own shaders can be upgraded from BiRP to URP
See pinned instructions
What pinned instructions?
The pin icon on this channel
Should I be worried that world grid disappears behind the transparent part of the object?
Oh thank you very much
While I'd never waste a stray opportunity to worry it's probably an inconsequential editor bug, as long as you don't get similar weirdness when viewing the material against other "transparent" materials
Im picking back up on a VR project I was working on 2 years ago. Back then I'm pretty sure URP would give worse performance than BRP for VR (i cant remember why). Is this still true? or do more people use URP for VR now?
URP is best β€οΈ
noted, thanks
for VR (especcially if you go for Quest 3 etc.) URP is the way to go.
ok thanks man. hopefully switching isnt too bad?
Never did it. Its possible but may bring some problems with it.
Some LTS Version if you need continuing support for years.
If not, just go for the latest, yeah.
ok got it
So I have 5 objects, 4 of them use same mesh and material, and one of them use another one. In Frame Debugger I noticed 2 of those 4 same objects draw in a single call, then the different one, and then two remaining ones use another draw call, in total 3. I disabled the different one and all of those 4 objects only used 1 draw call. So if the different one was in the middle of those same ones, it would divide the draw calls.
My questions is now, how can I make sure those are in the correct order, so same meshes/materials are followed so they would use a single draw call?
Means you have 2 meshes and 2 materials?
That should result in 4 Drawcalls
no, there are 5 items, 4 of them are identical (same mesh and material) and the other one uses another material.
theoretically it should use 2 draw call, 1 for 4 identical ones, and another one for the other one
yeah, but the materials need 1 draw call each, too
no if you don't use MaterialPropertyBlocks
This is how I optimized things already, I had similar health bars for 10 unites, all of them use only 1 draw call (as long as they are same health)
https://thegamedev.guru/unity-performance/draw-call-optimization/#wait-whats-a-draw-call
Maybe this helps
Thanks, I'll take a look
Hello, Im running into an issue with mixed lights and im not sure what I need to do to fix it.
As you can see the arcade machines are black even with the lights set brighter than needed, I have turned the generate lightmaps in the objects settings but im still not sure what else needs to change
Mixed lights are subject to realtime light limit per mesh object
so would it work better as purely baked lights?
You could split all machines into seperate meshes, which would be the expensive way to do, or just bake the lights competly.
If the Machines have to be dynamic, you can use lightprobes to light them up.
With fully baked you get very limited shadows and specular reflections, but it would work
In addition to slicing meshes and limiting light ranges there's also Forward+ and Deferred rendering paths that aim to fix this for realtime lighting
What's expensive about splitting meshes?
Possibly more drawcalls if they donβt get batched well
SRP batching is super robust, you have to try pretty hard to give it a challenge
Merely splitting a mesh without requiring any new material properties or different shaders is practically free
also if the mesh is not 1:1 the same?
Shape doesn't matter, it doesn't work the same as GPU instancing
In my tests SRP batching handles better meshes that are different than GPU instancing handles the same number of identical meshes
Materials using a different shader can't be batched, however
But that's true for all types
Hi all, experiencing FPS drops when my character controller is standing adjacent to and looking at any wall.
I've tried disabling fog and the global post-process volume as well as tried increasing my camera's clipping plane past default, and the meshes within the scene don't have millions of vertices.
The picture attached shows significant renderer spikes as well as "Other" when moving close to the wall, any ideas what could be causing this?
Is there something behind the wall? Are you using occlusion culling? What shader does the wall have?
Nothing at all behind the wall, material is just URP standard with a 2048 x 1024 texture
And no occlusion culling, as the project was only started yesterday
Im using differed rendering path but im not using realtime lighting due to the lights leaking into other rooms
I was hoping baking the lights would allow me to separate my rooms lighting better
hey what is the difference between ssao - blue noise and interleaved gradient. The official documentation says that blue noise is dynamic while interleaved gradient is static. After some quick testing, it looks like interleaved gradient is also dynamic, am I wrong?
Mixed lights are realtime, but they are also included in baking, hence the name
They basically have the highest cost and most of the downsides of both types, but the highest visual quality
Realtime lights will not illuminate through walls if shadow casting is enabled, but that's relatively expensive even with deferred rendering
Fully baked lights have basically no realtime render cost, even with shadows
But as mentioned previously shadow casting and specularity have limitations
Hmm, ok I think Ill use a mix of realtime and baked, although I was having an issue where some walls in an adjacent room were being lit up even though there was no light inside The light was purple so I assume the blacklights on the walls were bleeding through
just dont know how
First step is to figure out whether it's the realtime lighting or the baked lighting getting through
It would be realtime cuz it was doing it when I had everything set to realtime
Would we be able to get into a call so I could show you in more detail
I think this question might actually be more about URP.. can any1 see what's up?
#archived-lighting message
why does this happen and how do i fix it?
Do you by any chance have a pixelation filter on the camera or in post processing ?
or do something resolution related in your code
i do actually have a pixelation filter on the camera
then now you know why it looks pixelated
or is that not what you mean
OH IM BLIND NEVERMIND

My bad
no i meant why does the shadows look weird. the areas with light are supposed to have shadows in them
Yeah the sun moves with the camera, maybe thats related to the pixelation filter tho
but i have no clue why the shadows / sun might move with the player, i never had that
hmm well alright thanks
sorry, thought the pixelation was the error π
yeah no worries i sent the video more than once so i just forgot to add that in lol
Morning guys, I have a question about the number of CustomYieldInstructions I see in the profiler. I am profiling a low end machine running our application. I see these CustomYieldInstrctions after using Coroutine once, its not a repeating Coroutine, but in the profiler it taking up alot by running every frame.
Is there anything I can do to reduce this, I haven't found anything useful using google.
That's why you have to specify what the issue is exactly
Check out the near plane setting of the directional light and try tweaking it
Did i post this in the wrong thread? If so where should i have posted it?
I've managed to solve the issue, initially it was a coroutine that was waiting for too long, and started to get stacked, because of how i was running a particular test. Which meant it never terminated.
alright cool thanks.
Question regarding Material Variants, but is it possible to change a variants parent during runtime?
Can you explain why you want to do that?
Anyone encountered this problem while clicking Game View ?
which unity version has shadergraph support to post process effects?
All of them unofficially
Officially 2022.3.
But in my experience the official method is not better in any way
Maybe not worse either
how do you create a post process the unofficial way?
using shader graph uh, not ASE
Unofficial (and official)
thanks!
you've used unreal?
Very little long ago
Hello, I have quite a problem with transparent materials and camera overlays, the camera handling the weapon rendering seems to be causing transparent materials to render on top of everything else, I'd really like to keep these fake volumetrics however this problem is making that impossible
I'm using URP and Unity 2021.3.30f1
The objects are not being rendered in the weapon camera as they are on a different layer, the weapon camera also has a different FOV from the main camera and the objects being rendered on top are in their correct position in the camera
hey guys!! Everytime I create a 3dURP project or even just install urp I get this weird error-"Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\MaterialAssemblyReference\RawRenderQueue.cs(12,24): error CS1061: 'Material' does not contain a definition for 'rawRenderQueue' and no accessible extension method 'rawRenderQueue' accepting a first argument of type 'Material' could be found"
Im not sure what to do!! Its been happening for about 12 days and Its getting annoying. anyone have solutions
I have reinstalled unity and have also tried different versions
As soon as I checked enable depth and opaque texture on my rendering asset, my entire material went white, and there appeared to be a copy of my object inside the material itself. What causes this?
That is odd
It may help to reinstall the Hub as well as it keeps track of the template and editor installations, so if something's gone wrong there, the problem may propagate to projects
What kind of material is it, your own shader perhaps?
I think the material thing was a glitch because now the object doesn't show up inside it. The shader is a URP lit water shader that I'm following a tutorial for, but I think my project file is just broken because the same shader works in a new URP template project that is using the high fidelity render asset (my other project doesn't have that).
new question, is there a reason why 'Rendering' does not show up in my menu when I go to create a new rendering asset? This is for a brand new AR Core template project. Should be right below Input Actions but that is the final thing in my dropdown.
Thank you. I have reinstalled the Hub recently
I did reinstall everything of unity. The versions the hub everything. itβs so weird
Please if anyone is able to help me here I'd be very grateful, it's driving me nuts
i can not really see what you mean in your screenshots
Maybe it's clearer with this one
I have a cone with a transparent material to fake a volumetric
And im using a camera stack to render the player weapon on top of everything else
The cone is not set to render in this weapon camera, however whenever it's active it causes these transparent materials to be rendered on top of everything
It causes this to any transparent material I use
Are you triple sure those objects are being excluded from the overlay camera? Using any renderer features?
They're in their own viewlayer
This is the viewlayer the lightcones are in
This is the weapon camera's culling mask
It appears here that the Layer of the LightCone prefab is overridden locally
Make sure the base prefab and all of the instances have that layer too
They are all set to the correct layer
Hello! I've changed my unity editor of the project I'm working on, from 2019.4.31f1 to 2022.3.19f1 , reimported the materials, the game plays ok but all the light and bloom is gone. All I'm left with is a weird point light
and the game looked like this on 2019
Any help is appreciated
Regarding the bloom, if the 2019 project uses the "Post Processing" package that is no longer compatible with URP, you'll need to recreate the effects using URP's Volume system
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/integration-with-post-processing.html
what do you mean by recreating the effects? New shaders for every material in the game?
No, I mean just creating a new post processing volume with bloom and any other effects you had previously, but using the URP "Volume" object, not the ones in the old PP package
The docs link I posted above has info
Anyonw know????
I dont know what to dooo lol
have you tried to make the project first and then install the urp package manually?
I remember having this problem which I didn't know why it was happening, but to deal with it I just needed to setup the urp manually and everything went fine
you can deal with it that way until you find the solution
I have but ill give it another try
thankyou for helping
btw what is the version you are using?
currently 2022.3.6f1
alright, hope this solution works fine with you
Still hapening sadly
Does anyone know what's causing these line artifacts when viewing a material at an angle? I'm on an M2 macbook, maybe the shaders are messed up? https://cdn.discordapp.com/attachments/497872424281440267/1202912493886767194/materialArtifacts.mov?ex=65cf2e8f&is=65bcb98f&hm=f7b9041e212bc721623306635f7353fc90d31b7d18502ed33a66585969b208f4&
It also appear faintly in builds
This may be a weird question, but why is it that the high fidelity URP rendering asset is only available to me when I choose the URP template? If I try to switch to URP in non-URP project, it creates 'new URP asset' but high fidelity is not there?
There's nothing fundamentally different between those besides the name, and settings within
Template includes a few preset assets for different quality levels, but when upgrading you make them by yourself
ultimately decided to try and change the project back to built-in pipeline and it works so no more urp for this project i guess
I'd rather swap overlay camera for a different viewmodel technique before swapping the whole render pipeline
But it might not be a big deal in your case
What other options are there
Built-in has this "clear flags" option which lets you render a camera on top of others but i cant find this option in urp
But yeah at the end of the day whether im using URP or not is not a big deal
On urp that's the same as setting the camera background as uninitialized and adding it to the camera stack
Well yeah the problem is I cannot use the camera stack cuz it bugs out my transparent materials
Anyway the projects look virtually the same whether it's URP or Built-in so im just gonna stick to built-in for this
Camera stacking for that purpose has issues with shadow casting and post processing so it wouldn't be my first or second option
I'd rather use Render Objects feature which is very well suited for that purpose
Or just shrink the mesh towards camera using a parent transform at the camera's position so it's out of the way, and you can also fake the FoV change simply by doing scaling
I did think of shooting a raycast forward and playing a simple animation to avoid clipping but ultimately this is the easiest solution
Ill keep it mind for the future
You can combine that with any of* the other two, and it makes them even more seamless
Im on a deadline for this project so I won't be looking into it now, but once it's all finished up I'll see what I can do
I do like when games feature animations to make non-clipping weapons more believable
You are super smart on like everything in unity
props to you man
heh, thanks ^^ not knowing something feels tedious so I try to avoid it
Bruh, I spent like 30 mins making a simple yet accurate mesh for my gun and it doesnt even work. Why did they remove this feature
Thank you, that helps to know!
I'm having an issue with my scene where the entire material gets whited out when I turn on 'depth' and 'opaque' texture on my rendering asset. I just went though and mad sure my rendering asset had the exact same settings as the one in the URP template (in which the material works correctly). I can't figure out what it is. This is what my objects' material looks like before and after checking depth and opaque. According to the tutorial, checking on depth and opaque is what's supposed to make the water appear realistic; but in my case the material keeps getting glowed out until the entire object is white.:
Enabling depth and opaque textures lets the shader utilize those textures for depth effects and refraction effects
However since you're viewing your water surface against an empty void there are no viable values on those textures
Additionally you might have a problem in the shader, but start by placing the water in the scene with a sky and some ground
Hi all. How do I render a layer only to a RenderTexture via a ScriptableRenderFeature without making it visible in the main camera? If my main camera does not include the layer I want to render into the RT, the SRF will not render it at all. If I do include the layer in my camera, the layer will render both into the RT and the display
I figured it out for myself. Enable the layer in the camera, disable it in the Opaque and Transparent layer masks in URP Renderer Data
Anyone know why this is happening?
These colours are not that colour
it should be way darker like here
but its hella pale for some reason, and it does it across all colours ?
using URP 
why colours so washed out
Figured it out its setting between Gamma and Linear in player settings
does anyone know how to fix tileset textures?
I found this thread which seems to have multiple cases https://forum.unity.com/threads/running-into-a-strange-error-with-shader-graph-12-1-6-and-urp-12-1-6-in-unity-2021-2-16f1.1256823/
maybe one of them help you
Why is my camera opaque texture 16x16 and looks like this?
Using 2D renderer, shader graph and render objects after rendering transparents
I have enabled opaque texture in the render settings
Is this normal ?
In my game, only in editor managed heap is increasing and It is triggering garbage collection which is causing frame drops.
I tested this in an empty URP project and noted same behaviour and in built in render pipeline its not happening.
Unity Version: 2022.3.11f1
Does URP not have any shadow cascade blending... ?
shadow cascade blending ??
Oh sorry, it's my own question, unrelated to yours
Thankyou for helping! It finally fixed!!!!
Awesome!!
may I ask which one exactly solved it?
I want to know what was the problem exactly
I was only uninstalling unity hub not the versions. once i realized that i just uninstalled everything then reinstalled and BOOM fixxed. Im so happy
Congrats, glad that helped you
Correct (in 2022)
this sounds like a dumb idea but I have been wondering if it would be faster to not render any transparency but instead for transparent objects, render half the object's pixels with blue noise or screen door and on the next frame render a different half the object's pixels, and have temporal AA or something to hide or denoise that.
Is there a game that already does this, would this cause ghosting issues, can't find any examples from search.
how do I stop gizmos getting rendered in multiple cameras in a stack?
Almost all modern games use this technique in place of real transparency, when applicable
It does cause ghosting issues and looks kind of ugly but it's still preferred
Unity doesn't have any out of the box solution for it, but TAA is there as well as alpha clipping and dithering with shaders
Is it true most of the URP team quit?
someone name Andy Touch? confirmed it on the forums
Dang. So the only solution for sustainable dev now is to write a custom SRP 
Hey there, is there a way to make the back faces of an object not appear so washed out, or is that a totally normal thing for video games? I noticed it on all of my double sided objects and for the most part it's fine besides my palm tree where it looks extra strange.
not "normal"
It's a quirk of how the default shader does double sidedness, which is to kinda just duplicate the lighting from the other side with weird specularity
Instead of that you'll want to use single-sided materials, but duplicate the geometry and flip the normals
Or make a shader with shader graph to flip the normal when the fragment is being viewed from the back
Ah okay, so would that shader graph look something like this?
That should do the trick
Except it should be Tangent normal I think
Instead of World
Thanks for the suggestion, it worked perfectly! Just had to figure out where it plugs in since that image was from an older Unity version.
can I apply post processing to UI only? can't seem to get it to work, it always effects the background even with specific layermasks set
I have 2 cameras, stacked, MainCam and UICam, base and overlay, each have a volume mask layer and culling layers set to specific layers
right, I ahve that with camera space, th UI cam is plugged into that
well, that was my best guess 
hrm, have you set this up before?
Nah, but googling there's a lot of discussion on it so doesn't sound impossible
I've found a few things that talk about doing it but is just doesn't work
alot of the other stuff that comes up isn't actually whta I'm going for, like, stuff where the background is blurred while in the UI, etc
hello, anyone knows why my spotlight realtime are only displayed on some cars?
all cars are the same prefab
If you're using the forward rendering mode theres a limit to the number of realtime lights that can affect a single object
Try switching to deffered if you want lots of lights
Thank you
Not before this feature gets implemented
https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/2149-post-processing-alpha-preservation-setting
Currently due to this limitation post processing is always per whole rendered image at that point in the render stack
URP CommandBuffer Blit
Hey guys, I'm so confused the convert material button in edit > rendering, doesn't appear at all!!
there is no render pipeline menu either.
Assuming you're trying to convert project to URP, are you following all the instructions? They can be found in pinned messages
Yes I watched multiple videos and they do the same stuff. I should mention that I upgraded a project from 2020 to 2023 version. There is no render pipeline menu in edit. Only rendering menu which has the same options as render pipeline menu but convert materials does not appear there..
Make sure your URP package is also updated
Then follow the instructions in pinned messages, you can also confirm there that the documentation is for your version of the unity editor
Videos are often for different versions than what you have
I've been through all these. It doesn't help. I am on 2023 version and all 2023 are the same I've went through the docs multiple times everything should work but button is missing
Did you also try the Render Pipeline Converter that's in Window>Rendering rather than in Edit>Rendering
And just to confirm did you set an URP asset in Project Settings>Graphics
that's the thing both of these futures are missing and I'm 200% sure I did everything right up to that point.
yes of course, went through this process many times already π
No idea then
Tbh it's likely easier to make a new 2023 project and export all your gameplay code and assets as an .unitypackage and reconstruct your game there, than to deal with challenges from an upgrade that big
In any case you could make an 2023 URP project and verify the menus are there that you're expecting to see
I see, thank you! do you happen to know plastic scm?
No, I use Git
alright, thank you anyway
unity made a statement and said nothing will happen to urp and it will keep getting features like normal.
I downgraded from unity 2023.x to Unity 2022.3, now my materials set as Opaque + alpha clipping are glitched. It have to set the material as transparent to avoid this issue. Did anyone face this issue ? (setting the material as unlit also fixes it)
Edit: Solution is to use Universal Render Pipeline/Nature/SpeedTree8_PBRLit shader instead...
in pc web browser
https://gyazo.com/d09fdae6f073f92d8415733f6c935b11
Does anyone know how to fix this? Near clipping plane is at 0.01..
This only happens when the arms are animating too, when they're static they can be viewed just fine by the camera
Figured it out by increasing the skinned mesh renderer's bounds. Not sure if that's going to have any consequences, but it works.
You can enable "update off screen" to avoid it
Thanks
Anyone have experience writing to the depth texture in 2022/2023? Iβm trying to get specific layers that are not on my main opaque filter in my renderer to still render to depth.
anyone here experienced in unity urp light bakes?
ποΈ
so this is the scene i am working on,
I am baking lighting in URP workflow,
I don't want the green and blue bins to cash shadow in the ground but still have lighting on it when lightbake is done
disable shadows on them then
its off i believe
that might be ambient occlusion then, hmm
is there a reason you dont want them to cast shadows?
if its movable then why make it static?
if i don't do that it looks dull after lightbake
so what you want is light probes
reflection probe?
no
light probes
light probes samples light from the baked lighting and applies it on dynamic objects
i don't know about light probes
what version of unity are you using?
okay makessense
2021.3.5f1
damn, in that case you need to use light probe groups, which have to be placed manually
is that difficult?
no, just very time consuming
if you were using unity 2023, you could have used the adaptive probe volumes which are automatically placed for you and provide better lighting
it has to be this version actually
if you scene isnt big it wont take too long
just add a light probe group to the scene and start placing
π
Why does it say there are no cameras for display 1 when there clearly is?
ALl inspectors
quick question, i am using the hair simulation(https://learn.unity.com/tutorial/test-the-hair-simulation?uv=2021.2&projectId=635a945cedbc2a39658709de#) and I cant figure out how to change the colours. Could anyone help?

