#archived-urp

1 messages Β· Page 13 of 1

lost basalt
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and yes the package I sent is a "grabpass" allowing you to do the same type of things you were able to do in built-in rp

vague gale
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Hi, lens flares are not working in URP ? no idea what i am missing ... 2021.3.25 URP 12.1.11

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ahhh it does

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only in game view ok πŸ˜„

normal orbit
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so as it turns out unlit turn off emission... ok need to add to the color output i guess

scarlet lava
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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 !!

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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

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I dont even know how to debug this !! o.O

marble vigil
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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

scarlet lava
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both has thoes tags
Tags {"RenderType" = "Transparent" "Queue" = "Transparent"}

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if I switch to { "RenderType" = "Opaque" "Queue" = "Geometry-1" } they never disappear

marble vigil
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That's why you don't really see games doing any fading effects like that

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They either use opaque dissolves or opaque dither patterns (often smoothed with TAA)

scarlet lava
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wait opaque dissolves? how would that work without alpha ?

marble vigil
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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

marble vigil
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It's what the dithering techniques use also

scarlet lava
marble vigil
scarlet lava
marble vigil
scarlet lava
scarlet lava
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@marble vigil thanks so much btw ❀️ ❀️ ❀️

marble vigil
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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

lost basalt
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can be used to do the same

supple galleon
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look at this shi...

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why does my urp have the grain

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not using tonemapping or grain

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ive also disabled my post processing

marble vigil
supple galleon
supple galleon
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(its only 2022 that does it)*

marble vigil
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Camera dithering setting does use blue noise for de-banding but it shouldn't ever be perceptible like that

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I would also try to verify it's specific to certain assets /textures/materials/shaders

jolly quail
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can you check it if it's on or not?

supple galleon
jolly quail
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in the render pipeline

supple galleon
supple galleon
marble vigil
jolly quail
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it should be turned off since it wont look good for some grass shader

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and it's quite expensive too

supple galleon
marble vigil
# jolly quail this one

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?

supple galleon
# jolly quail this one

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

marble vigil
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Have you tried creating a new project with the problematic version to see if it suffers from it to begin iwth?

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Have you upgraded or downgraded your project across unity versions at some point?

supple galleon
marble vigil
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Any information beyond "doesn't work" would be helpful

supple galleon
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but it only happens in 2022, why?

marble vigil
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@jolly quail (Sorry quadro replied to you on accident)

jolly quail
supple galleon
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because alot of assets didnt work with 2020

marble vigil
supple galleon
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but i kinda stop using assets, im started creating my own

marble vigil
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You can also try deleting Library folder and letting it regenerate

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But at this point I'm most curious about making a fresh test project with the problem version

supple galleon
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but my project is like 60gbπŸ’€

supple galleon
jolly quail
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sure np πŸ‘

marble vigil
supple galleon
marble vigil
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I thought you confirmed that was off when I asked about having any renderer features

supple galleon
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well, sorry if i did i was probably in mind with something else

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ok so ive figured that turning it from Blue Noise to Interleaved Gradient it doesnt give me the weird grain

supple galleon
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@marble vigil

marble vigil
midnight gate
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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)

marble vigil
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But it depends what you need to do with it

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As a rule of thumb you should keep everything within that 5 to 10 km radius and use rendering tricks for everything else

midnight gate
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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))

marble vigil
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SC?

midnight gate
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Star Citizen yes i want to fly all over ring world in space ship

marble vigil
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As far as I know no game like that tries to render any planet in "real scale" but instead use a variety of tricks

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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

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Camera relative rendering is also pretty important for the effect

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I don't think there's any simple or singular way to go about it

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Cranking up the far plane will turn anything up close into mush quite fast

midnight gate
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Ok thx for answer i will try something similar

marble vigil
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HDRP has camera relative rendering while URP yet does not, so it may have a significant advantage in this

midnight gate
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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)

GitHub

A simple software rasterizer running on a WebGPU compute shader. Built for educational purposes. - OmarShehata/webgpu-compute-rasterizer

nova bear
# midnight gate I think i tried this earlier and i could render plane on 1 000 km from camera bu...

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.

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I'd be shocked if star citizen didn't do something similar

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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

supple galleon
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now what?!?!?!?!

nova bear
# midnight gate Ok thx for answer i will try something similar

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...

β–Ά Play video
supple galleon
jolly quail
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is there any setting that you change?

supple galleon
supple galleon
jolly quail
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is this using custom shader?

supple galleon
marble vigil
supple galleon
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like this is the only plant

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(i am currently creating plants for my game)

marble vigil
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To try to isolate the issue

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Test the same material in another different mesh

supple galleon
marble vigil
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Not what I suggested there

supple galleon
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i set it to 0.01 now its gone

supple galleon
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sorryyy "Spazi and quadro"

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im realy sorry, this havent happen before

marble vigil
supple galleon
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il just remove although it does make my game look much better

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and again i am sorry for bothering

marble vigil
exotic bobcat
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Are negative lights possible in URP?

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as in, a light component that subtracts light

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looking for it to apply it to this bottomless pit

warped roost
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A shader that make things dark based on depth

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Watch some water shader graph tutorials on youtube

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Its the same technique they use to make deep water look darker

exotic bobcat
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lovely

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thanks

marble vigil
warped roost
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Seems like a extremely hacky solution to me

marble vigil
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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

hushed lion
warped roost
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How does that work

hushed lion
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not sure if it works like that in unity but it does work in physics

hushed lion
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How can i achieve a low bitrate effect in urp, is it even possible?

marble vigil
hushed lion
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you may see some artifacts

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and i want that

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luckily i have an example (webgl)

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i think this does it really well, as it does feel like you're playing through a stream

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you just need to enter a music video to see it

marble vigil
hushed lion
marble vigil
marble vigil
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Besides that there's a lot of simple blue noise

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there's also animated overlay textures like this

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@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

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With URP you can also decrease render scale with one of the upscaling filters to enhance the effect

ionic snow
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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?

sour shadow
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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

jagged nexus
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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?

marble vigil
quartz socket
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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

quartz socket
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this was not happening me before

marble vigil
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@jagged nexus The asset you're using has "SRP install instructions", "URP setup notes" and a .unitypackage for URP
Check them all out

quartz socket
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it worked

jagged nexus
marble vigil
jagged nexus
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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.

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It's the first time I am actually using URP. I don't know whether this is normal or I did something wrong

marble vigil
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I'd refer to its documentation in the latter case

jagged nexus
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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.

marble vigil
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I would also recommend making a fresh project with URP preinstalled, or at least getting the settings from there

jagged nexus
jagged nexus
marble vigil
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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

jagged nexus
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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?

marble vigil
jagged nexus
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Except for this page there is nothing worth mentioning (Only "what's new" etc).

But this doesn't seem relevant for my particular issue

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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!
marble vigil
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Oh, that's a letdown

jagged nexus
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what do you mean exactly? I am a bit confused by the instructions of the txt

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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?

marble vigil
haughty garnet
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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.

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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

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Perhaps there's more options if I were to just do the passes via script

haughty garnet
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Oh, actually it seems to just be a problem with post processing, hmm

jagged nexus
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Spazi, thanks for your patience. I am most likely going to create a new project with the URP template to prevent any unforeseeable problems πŸ™‚

haughty garnet
lofty haven
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doubled shadow distance with halved shadow resolution will result in same performance?

marble vigil
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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

quartz crow
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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?

marble vigil
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I'd try to confirm that by disabling any active renderer features from the active renderer asset

quartz crow
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yeah baking wasnt it, just tried removing my data asset

marble vigil
# quartz crow 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

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(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)

quartz crow
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yep, disabling SSAO fixed the problem, thanks <3

marble vigil
quartz crow
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Yeah I ended up tweaking the distance, qualities and radii for different assets

clever prawn
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what exactly is the URP in laymans terms and what is it best used for?

hollow moon
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Renderqueue doesn't show up for materials when in URP it seems.

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Is there something I can do for that level of control?

marble vigil
clever prawn
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if its a 3d harvest game i don't see why i'd need anything other than basic vanilla unity

warped roost
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Not specifically mobile games.

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It has things like vfx graph and shader graph, it can also provide higher fidelity graphics with a low performance cost

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Its pretty good for stylized and semi-realistic games

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If you want the best performance you can get then use built in

clever prawn
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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

warped roost
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Its just that urp and hdrp have a visual node based tool to create shaders

clever prawn
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ahh thats the difference

jolly quail
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BIRP have acess to the shadergraph too

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idk about VFX graph tho

warped roost
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I remember having to upgrade my project to urp just for shader graph

jolly quail
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you can create one shader for 3 pipeline now (BIRP, URP and HDRP)

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ofc as long as the node is supported

clever prawn
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neato

jolly quail
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simply add this

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but ofc, it will increase build time too

clever prawn
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inserts today I learned

supple galleon
marble vigil
knotty plinth
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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.

jolly quail
marble vigil
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Is it also set as type: normal map?

knotty plinth
clear totem
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Is there a way to have multiple global PostProcessing volumes in a scene?

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example:

Volume1:

  • Bloom
  • Motion Blur

Volume 2:

  • Lift, Gamma, Gain
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and so to kinda blend them

plain matrix
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When I made the ShaderGraphFunction, and added the HLSL script inside this. I got this error.

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"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.

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When I returned to the shader graph, it returned to an incomplete state.

So, please give technical guidance on how to get through this.

cyan swallow
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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

cyan swallow
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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

placid laurel
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How do i fix this goofy ahh shadows

tight furnace
placid laurel
tight furnace
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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

placid laurel
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Why is it not connecting to the table arms πŸ₯Ά

tight furnace
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You can adjust your Shadows Quality by using more/less Cascades and adjusting the Bias, that may fix the "not connecting" part

placid laurel
tight furnace
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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 πŸ˜ƒ

prime violet
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how can I add a stylized grass in my project, I think URP is the problem

warped sphinx
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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?

marble vigil
# placid laurel

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

marble vigil
placid laurel
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Damn ur right

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How do i fix the legs then πŸ₯Ά

marble vigil
# placid laurel

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

placid laurel
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But when i'm messing with the bias the shadows ain't doing anything πŸ₯ΆπŸ’ͺ

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Trying to edit the render pipeline and the light nothing works

marble vigil
placid laurel
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Please tell me ur infinite wisdom and infinite power across many planes

marble vigil
# placid laurel Trying to edit the render pipeline and the light nothing works

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

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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

placid laurel
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Thank you for your infinite knowledge and wisdom i shall try apply your learnings to my creation and life and child

marble vigil
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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

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Additional lights are "punctual lights" meaning point lights and spot lights

wise ember
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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

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also this only happens after bake

jolly quail
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the value could be too high

wise ember
wise ember
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and when the lights are gone its still like that

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this is the light map

jolly quail
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can you check your hierarchy

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try typing t:light

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this will filter your gameobj and show only game object that have light component

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just to be sure

wise ember
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only that

jolly quail
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is this custom 3d object? like from blender or something

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make sure that this setting is on

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if it's still not correct then i can only assume that your baking process was having an error

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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

wise ember
jolly quail
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search your custom 3d in the inspector

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*in the project

wise ember
jolly quail
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defautl plane from unity?

wise ember
jolly quail
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hmm, i have never use probuilder before and i belive there's different between mesh generated from pro builder and unity default plane

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but if you have a time you could try baking both of them (plane from probuilder and default unity)

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for debugging the problem

wise ember
jolly quail
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maybe try disable any emmisive material for the room that have broken lightmap and try baking it again?

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since you only have 1 light so the extra light can only come from emmisive materials

jolly quail
jolly quail
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hmm, well i cant think any other reason other than what i just suggested

wise ember
wise ember
jolly quail
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honestly if you want the dumb way you can just put the texture into the photoshop and just make it darker

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it wont fix the original problem thi

ripe walrus
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After I installed urp I started getting weird lighting issues like this

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how can I fix it?

marble vigil
ripe walrus
quartz socket
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why my decal material isnt rendering?

cyan talon
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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

clear goblet
smoky wind
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anybody know how to fix these types of lighting bugs with urp?

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moving the editor view ever so slightly makes the scene darker

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the lighting is so choppy

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im experiencing it in multiple projects where the lighting is cut off and its super blocky on certain faces

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or like this

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this gif better explains it

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(and this project is for vr)

marble vigil
lament mauve
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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.

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Shader script

smoky wind
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But my buddy showed me what to do

quartz socket
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here is how looks the quad

quartz socket
marble vigil
quartz socket
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It's BulletHole

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Without the thumbnail

marble vigil
minor lake
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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

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why is this happening?

clear goblet
cloud night
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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.

quartz socket
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in all the ways

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the thumbnails even

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all decals are like that

sturdy violet
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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?

marble vigil
quartz socket
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and when i change to decal it seems to not work the material

quartz socket
cyan talon
quartz socket
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ok

quartz socket
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so how i should solve that?

jolly quail
signal creek
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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.

violet bison
mighty cargo
#

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

deep quail
#

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.
hushed lion
#

how do i enable SSR??

warped roost
#

It is only officially avalable in hdrp

#

But there is probably some asset out there that adds ssr to urp

hushed lion
#

screen space reflections are relatively cheap, why cant they implement it officially on urp?

strong aspen
#

along with volumetric fog and RTX for URP

eternal solar
#

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

marble vigil
#

@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

signal creek
#

@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.

marble vigil
signal creek
#

@marble vigil Yeah that sounds like the best course of action at this point.

deep quail
#

anyone had problem with adaptive probe volume in URP scene view and after clicking "CTRL" button?

marble vigil
placid laurel
#

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

marble vigil
placid laurel
#

also what do you mean reassign it?

#

heres a before and after before:

#

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

marble vigil
# placid laurel

You would make sure the Lighting Settings asset in this field is the one that the lighting was baked with

placid laurel
#

i made a new asset, baked it.

#

reloaded and its the same issue

marble vigil
#

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

placid laurel
#

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 ?

marble vigil
placid laurel
#

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?

marble vigil
placid laurel
#

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?

austere aspen
placid laurel
ebon belfry
storm roost
#

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!

cyan talon
unkempt vector
#

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?

rugged cradle
#

is there something wrong? Why this camera is boxed red?

pulsar sandal
#

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?

nimble oak
#

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

primal sun
dull patio
#

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

marble vigil
neon verge
#

hi, anyone ever succeeded in rendering Parallax occlusion mapping shadows under URP?

rancid stag
#

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

rancid stag
#

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?

static shoal
#

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

gritty marlin
#

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?

marble vigil
#

A pretty glaring limitation

gritty marlin
#

i saw it done in unity 5

marble vigil
gritty marlin
#

thanks

slim violet
sinful gorge
dull patio
marble vigil
dull patio
marble vigil
dull patio
# marble vigil Can you describe the "this issue" in words here rather than making me guess, and...

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

marble vigil
#

It could be "uninitialized" instead of a color

dull patio
#

thank you

marble vigil
#

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

dull patio
#

ahh ok, good to know

hoary tundra
#

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/

thin spire
#

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

mild kite
#

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.

gritty marlin
#

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.

haughty garnet
gritty marlin
haughty garnet
#

Ah, in that case have two renders of it

#

something like that

#

at minimum, you need a mesh render to block light/cast shadows

marble vigil
# gritty marlin Is it possible to render a culled layer's shadows? like for example, the main ca...

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

thin spire
#

Baked lighting. As I move camera around, white flashes appear. What is causing this Cat_roll

marble vigil
#

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

storm pebble
#

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?

marble vigil
storm pebble
opaque rune
#

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

marble vigil
opaque rune
marble vigil
#

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

placid laurel
#

I have a question

#

I’m trying to use screen spaced reflections in urp but I realized that doesn’t work, and reflection probes won’t cut it, because the reflections don’t always line up with the object. Any way I can make just some reflections that work with urp? And not a reflection probe? I’m kinda new to unity

#

I also suck at shaders

marble vigil
placid laurel
placid laurel
placid laurel
#

hold on i found some hidden ass instructions

#

yeh thanks for ur help

fresh fossil
#

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.

placid laurel
#

I am not that skilled.

#

Sorry

torpid matrix
#

I upgraded from Unity 21 to 22 and now my polybrush tool doesn't work anymore. Can anyone help? its in urp

delicate tulip
#

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)

fresh fossil
#

Was wondering if there's a reason

marble vigil
delicate tulip
# marble vigil Deep profiling is usually meant for getting precise data about how costly specif...

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

marble vigil
delicate tulip
opaque plume
#

Does anyone know a working volumetric fog shader?

#

all the free ones i've found online are a bit of a mess

small slate
#

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

jolly quail
#

you can try to turn it off

#

or change the value

small slate
jolly quail
deep quail
small slate
#

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?

small slate
#

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 πŸ™‚ I'm also watching tutorial, and people don't have this problem in this template

deep quail
hoary tundra
static shoal
#

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?

clear goblet
#

Anyway to set the render res per camera in urp?

#

Not talking about a render texture

ripe shale
#

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).

nova bear
#

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

static shoal
#

Thanks!

opaque plume
#

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

#

and the performance is also ten times better lol

hoary tundra
strong hill
#

Does anyone know why if I use a cube and put the shader Universal render pipline/2D/sprite-lit/default the cube is transparent?

haughty garnet
#

you can force what is render first/last through the sorting layers

#

which is specifically to transparents

strong hill
#

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

haughty garnet
#

you can do it right on the spriterender which is what you're using I assume

strong hill
#

I'm not using a sprite renderer

haughty garnet
#

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

strong hill
#

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

haughty garnet
#

drawcalls are the problem and you'll run into that issue without chunking

strong hill
#

I'm not rewriting the uvs constantly

haughty garnet
#

srp batcher may help a bit, but it'll eventually add up

strong hill
#

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

marble vigil
#

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?

marble vigil
haughty garnet
#

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)

clear goblet
strong hill
pulsar sandal
#

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

#

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!

✨ Snapshot Shaders Pro Sale: https://itch.io/s/89921/snapshot-shaders-sa...

β–Ά Play video
#

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?!

marble vigil
clear goblet
sharp rock
#

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?

brave anchor
#

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?

marble vigil
brave anchor
#

@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...

marble vigil
#

And from what I know it's not a cheap operation anyway

brave anchor
buoyant flame
marble vigil
marble vigil
#

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

buoyant flame
marble vigil
#

If they differ and one of them has issues, the issues only happen in one and not the other

buoyant flame
#

This is what i used

#

I just want to make cinematic for my assigment

marble vigil
# buoyant flame This is what i used

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

buoyant flame
#

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

marble vigil
#

As it's definitely an issue with the wrong LOD levels flickering in and out, that could be pointing you to the right direction

buoyant flame
#

yeah... this is weird as only happen in player mode

#

but playing in studio has no problem

sharp rock
#

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

marble vigil
sharp rock
#

@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

#

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

marble vigil
sharp rock
#

from when they were base, before switching to overlay

marble vigil
#

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

sharp rock
#

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! ^^

deft veldt
#

How to write custom motion vectors?

main sluice
#

is Volumetric fog a thing on URP?

marble vigil
main sluice
#

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?

strong aspen
main sluice
#

maybe in future versions, i wanna keep on 2021.X

strong aspen
#

volumetrics in URP are most likely going to be after unity 6

small slate
#

Did you resolve this problem in other way?

tender flame
#

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)

cloud night
#

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?

marble vigil
#

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

tulip dew
#

the above shader doesnt render on android devices

#

not sure why

marble vigil
# tulip dew

TMP also has font shaders named "mobile", so maybe those work better on mobile devices

tulip dew
#

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""

marble vigil
tulip dew
#

oh im using it in ECS

#

is that the reason?

marble vigil
#

No idea about ECS really

tulip dew
#

alright will ask over there

#

ty

marble vigil
#

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)

tulip dew
#

true

#

will try that

long wraith
#

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.

marble vigil
#

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

hot garden
#

Hi, I have problem with decals, I want to render them only on one of cameras

marble vigil
dense stag
#

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

ancient crown
#

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?

ocean hinge
marble vigil
#

I'm thinking that too, but from the description it seems they're layers to mask affected objects, not cameras

vagrant knoll
#

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..

fickle solar
#

Hey all i have urp on and i added baked lighting and the scene is super dark any ideas?

vagrant knoll
strong aspen
swift pond
#

How to make this ?

#

shader

ocean hinge
# swift pond

It feels like this is close to impossible or would need a huge amount of time to do this with a shader πŸ˜„

blazing gull
#

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

fickle solar
#

Yeah I’ve already decreased red sign brightness was an old screenie

fickle solar
strong aspen
fickle solar
#

Aghh the before one looks a lot brighter any ideas?

strong aspen
#

turn down the indirect lighting brightness

#

or exposure or other PP effects

keen hearth
#

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?

half relic
#

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!

proud beacon
#

Is there any way to make the shadow fall nicely?

ocean hinge
proud beacon
ocean hinge
# proud beacon

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.

upbeat sonnet
#

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

ocean hinge
#

By changing it in the light source ^^

#

@proud beacon

proud beacon
#

in the sun? I don't think that's what

ocean hinge
proud beacon
#

is the sun

ocean hinge
#

You have directional, point, area and so on.

#

And they have a shadow bias slider that you can adjust

proud beacon
ocean hinge
high holly
#

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

marble vigil
high holly
#

What pinned instructions?

marble vigil
unkempt crypt
#

Should I be worried that world grid disappears behind the transparent part of the object?

high holly
marble vigil
full magnet
#

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?

full magnet
ocean hinge
full magnet
#

ok thanks man. hopefully switching isnt too bad?

ocean hinge
full magnet
#

any specific unity version I should upgarde to?

#

or just the latest

ocean hinge
full magnet
#

ok got it

brave anchor
#

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?

ocean hinge
brave anchor
#

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

ocean hinge
#

yeah, but the materials need 1 draw call each, too

brave anchor
#

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)

ocean hinge
brave anchor
#

Thanks, I'll take a look

nimble panther
#

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

marble vigil
nimble panther
#

so would it work better as purely baked lights?

ocean hinge
marble vigil
marble vigil
ocean hinge
marble vigil
#

Merely splitting a mesh without requiring any new material properties or different shaders is practically free

ocean hinge
marble vigil
#

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

orchid haven
#

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?

marble vigil
orchid haven
#

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

nimble panther
#

I was hoping baking the lights would allow me to separate my rooms lighting better

quiet dawn
#

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?

marble vigil
#

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

nimble panther
#

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

marble vigil
nimble panther
#

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

open phoenix
glass beacon
sharp shell
#

or do something resolution related in your code

glass beacon
sharp shell
#

or is that not what you mean

#

OH IM BLIND NEVERMIND

#

My bad

glass beacon
sharp shell
#

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

sharp shell
#

sorry, thought the pixelation was the error πŸ˜…

glass beacon
faint crystal
#

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.

marble vigil
#

Check out the near plane setting of the directional light and try tweaking it

faint crystal
faint crystal
mighty cargo
#

Question regarding Material Variants, but is it possible to change a variants parent during runtime?

ocean hinge
deep quail
#

Anyone encountered this problem while clicking Game View ?

normal orbit
#

which unity version has shadergraph support to post process effects?

marble vigil
#

Maybe not worse either

normal orbit
#

using shader graph uh, not ASE

marble vigil
sudden oxide
#

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

calm thorn
#

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

static shoal
#

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?

marble vigil
marble vigil
static shoal
# marble vigil 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).

static shoal
#

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.

static shoal
calm thorn
sudden oxide
ocean hinge
sudden oxide
#

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

marble vigil
sudden oxide
#

They're in their own viewlayer

#

This is the viewlayer the lightcones are in

#

This is the weapon camera's culling mask

marble vigil
#

Make sure the base prefab and all of the instances have that layer too

sudden oxide
#

They are all set to the correct layer

wispy drum
#

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

#

Any help is appreciated

dry willow
wispy drum
dry willow
wispy drum
#

I see

#

can you please guide me?

dry willow
#

The docs link I posted above has info

wispy drum
#

should I delete what I currently have?

#

ok..

#

thanks

calm thorn
#

I dont know what to dooo lol

undone fiber
# calm thorn 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

calm thorn
#

thankyou for helping

undone fiber
calm thorn
undone fiber
calm thorn
smoky anchor
#

It also appear faintly in builds

static shoal
#

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?

marble vigil
sudden oxide
marble vigil
#

But it might not be a big deal in your case

sudden oxide
#

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

marble vigil
sudden oxide
#

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

marble vigil
sudden oxide
#

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

marble vigil
sudden oxide
#

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

calm thorn
#

props to you man

marble vigil
quiet dawn
#

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

static shoal
# marble vigil There's nothing fundamentally different between those besides the name, and sett...

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.:

marble vigil
#

Additionally you might have a problem in the shader, but start by placing the water in the scene with a sky and some ground

brisk pike
#

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

brisk pike
#

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

bitter grove
#

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 ThinkSpin

#

why colours so washed out

bitter grove
#

Figured it out its setting between Gamma and Linear in player settings

stray scroll
#

does anyone know how to fix tileset textures?

undone fiber
trim yacht
#

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

finite mantle
#

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

reef flame
#

Does URP not have any shadow cascade blending... ?

finite mantle
#

shadow cascade blending ??

reef flame
#

Oh sorry, it's my own question, unrelated to yours

calm thorn
undone fiber
calm thorn
#

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

undone fiber
iron compass
next helm
#

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.

hushed dirge
#

how do I stop gizmos getting rendered in multiple cameras in a stack?

marble vigil
hearty tundra
#

Is it true most of the URP team quit?

pseudo thorn
#

someone name Andy Touch? confirmed it on the forums

hearty tundra
#

Dang. So the only solution for sustainable dev now is to write a custom SRP UnityChanThink

ionic adder
#

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.

marble vigil
ionic adder
marble vigil
#

Except it should be Tangent normal I think

#

Instead of World

ionic adder
analog sentinel
#

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

haughty garnet
#

maybe try like a world space canvas

#

and a camera that renders it only

analog sentinel
#

right, I ahve that with camera space, th UI cam is plugged into that

haughty garnet
#

well, that was my best guess blushie

analog sentinel
#

hrm, have you set this up before?

haughty garnet
analog sentinel
#

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

echo notch
#

hello, anyone knows why my spotlight realtime are only displayed on some cars?

all cars are the same prefab

cloud mortar
#

Try switching to deffered if you want lots of lights

marble vigil
#

Currently due to this limitation post processing is always per whole rendered image at that point in the render stack

dense anchor
#

URP CommandBuffer Blit

old violet
#

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.

marble vigil
old violet
marble vigil
old violet
marble vigil
#

And just to confirm did you set an URP asset in Project Settings>Graphics

old violet
old violet
marble vigil
#

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

old violet
marble vigil
#

No, I use Git

old violet
#

alright, thank you anyway

wicked pecan
viscid talon
#

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...

serene current
#

in pc web browser

sleek anvil
#

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.

warped roost
opaque sinew
#

Anyone have experience writing to the depth texture in 2022/2023? I’m trying to get specific layers that are not on my main opaque filter in my renderer to still render to depth.

foggy hull
#

anyone here experienced in unity urp light bakes?

strong aspen
foggy hull
#

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

strong aspen
#

disable shadows on them then

foggy hull
#

its off i believe

strong aspen
#

that might be ambient occlusion then, hmm

#

is there a reason you dont want them to cast shadows?

foggy hull
#

yes it will be movable

strong aspen
#

if its movable then why make it static?

foggy hull
#

if i don't do that it looks dull after lightbake

strong aspen
#

so what you want is light probes

foggy hull
#

reflection probe?

strong aspen
#

no

#

light probes

#

light probes samples light from the baked lighting and applies it on dynamic objects

foggy hull
#

i don't know about light probes

strong aspen
#

what version of unity are you using?

strong aspen
#

damn, in that case you need to use light probe groups, which have to be placed manually

foggy hull
#

is that difficult?

strong aspen
#

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

foggy hull
#

it has to be this version actually

strong aspen
#

if you scene isnt big it wont take too long

#

just add a light probe group to the scene and start placing

foggy hull
#

its not big actually

#

anyways man thanks, i know what to look for now

strong aspen
#

πŸ‘

obtuse dragon
#

Why does it say there are no cameras for display 1 when there clearly is?

heavy snow