#archived-urp

1 messages · Page 23 of 1

supple lintel
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do u have an example for this?

haughty garnet
# supple lintel do u have an example for this?

Rather not so much a second pass but a material override, otherwise you would blit the rendering of that layer and apply the blur to it only, but again this could be done by just doing it in the shader.

haughty garnet
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What's the point of a fullscreen shader if you want to exclude everything else besides the local object? Sounds like a similar question of the person above me, but if yall want to add PP to specific layers you're basically blitting the renderings to a texture and masking the pixels to apply this PP effect to.

hard talon
#

I guess that's my question, re: masking specific layers in a pass and sending that texture to the renderer feature. I do want it to "apply" to all layers/cameras, aka I still want to blit the result, otherwise I'd just apply the effect as a material

haughty garnet
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So it's more that you're masking your abilities, and this PP is not resolving with the ordering of how it's ordered with the URP render objects?

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For how that effect is playing out, I would probably ignore depth completely and maybe do a second rendering of the abilities and have a texture of that, then apply the fullscreen shader effect

fading arrow
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i switched to unity 6 and then my URP project with no fog, post processing, or any fancy shaders suddenly had an issue. the editor viewport has this orange tint that i can't seem to get rid of but the colors of objects return to normal when i zoom up close.

sullen dune
fading arrow
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game window and runtime is okay

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but editor looks like this

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when i look up close an object their color somewhat returns to normal

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tried everything:

  • switched back and forth in build profiles
  • toggled everything on and off; post processing, fog, and such
  • reset scene view and layout
  • restarted the editor
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none worked

sullen dune
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Haven't seen that. If you turn off all gizmos?

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And which draw modes does that appear in?

bleak marlin
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Anyone experienced an issue where development builds on OpenXR (Unity 6000.0.47f1, OpenXR 2.1.1, Meta OpenXR 2.1.1, URP 17.0.4, Render Graph OFF, Quest 3) would render black squares essentially? Regular release builds work fine...

I'm not sure if this is due to super great and random Meta hardware updates or is this something related to our packages. About 3 weeks ago I was debugging just fine with RenderDoc, didn't change any packages since then 🤔

fading arrow
sullen dune
dry mural
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can some1 pls help me

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with a glass shader like this

supple lintel
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crazyworks

willow tangle
#

Is there any way to create some Renderer Feature or similar, to render only geometry that is behind some plane or mesh? At best this solution would not require a shader for any object that can be culled by being in front of the plane/mesh.

willow tangle
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Thank you, that is quite neat, but for my issue in a top-down game, anything that is above the character has to become invisible, as also the surrounding environment should be visible.

haughty garnet
tawny pine
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I'm trying to make an atmosphere shader with a fullscreen render pass. It works properly when I'm in scene mode but in Gameview it's not working at all just putting the light from the atmosphere on the planet. I am lost rn I have been trying so many things for the last day. I have my depth textures on in the camera and the URP feature. I'm just wondering if anyone knows why this only works in the scene view.

karmic minnow
# dry mural with a glass shader like this

Do you mean help, or make for you?

Use the normal direction to change the UV reading the scene color buffer, for a glass like effect.
But volumetric realistic glass like that is difficult

elfin otter
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does anyone have a good blog / tutorial on GPU Instancing with URP?

supple lintel
marble vigil
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The documentation tells you how to enable it, though

elfin otter
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How is it just as good?

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SRP is with the CPU right? If I understood it right

marble vigil
elfin otter
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Well I would think drawing a batch of let's say 10000 objects is easier with a GPU than CPU

marble vigil
elfin otter
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but the data is pushed to the GPU ?

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also apparently it sends seperate draw calls

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with SRP

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reading it now

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I'm planning on rendering grass, so I think I need as few draw calls as possible hahhh

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I'm talking out of my ass, dont quote me on anything I say

haughty garnet
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All you need to do is click the instancing box and unity does the rest

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Not entirely sure what it does to determine what to draw in the frustum through

elfin otter
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I prefer to do stuff programmatically, gives me more control I feel UnityChanwow

elfin otter
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Yeah I've tried that one but I'm having some issues haha, so I thought maybe a tutorial would be more helpful to understand it more

haughty garnet
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Kinda half awake but last time I had trouble with this stuff because I was an idiot and forgot it doesnt work on webgl

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or any platform / graphic API doesnt like compute shader

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I should give it a go with WebGPU and see how it works one day

tawny pine
gleaming glen
marble vigil
# elfin otter also apparently it sends seperate draw calls

It makes draw calls cheaper
Whereas other more traditional batching methods try to combine draw calls
You should study how batching methods work, then compare their performance in tests similar to your use case
In my test even a few thousand identical meshes with SRP batching was about 2% more efficient than with GPU instancing
But every use case is somewhat different

marble vigil
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I don't know how indirect rendering compares to the two, but at least it removes the overhead cost of figuring out what to render and how
Because then your script is responsible for that

elfin otter
# marble vigil It makes draw calls cheaper Whereas other more traditional batching methods try ...

Both make draw calls cheaper. So with SRP Batching you send the mesh data over everytime, send shader once. you calculate matrices on the CPU, good for non static objects. While with Indirect instancing you send the mesh over once and the gpu does the rest. Memory transfer is the biggest overhead when it comes to using the gpu. Its probably fine with a couple thoisamds objects, but with grass I'm gonna need 100 000 maybe even more. the con with indirect instancing is youll have to do matrix computations on the gpu i think and therefore cant have complex behaviour

#

Grass is usually stationary so thats not a problem

elfin otter
gleaming glen
elfin otter
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thats wierd what hahh, one of the titles is literally "indirect"

marble vigil
elfin otter
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Situational to do you want to control your instancing for stuff like entities, vs mindless objects like grass on the screen, is how I'm understanding it

marble vigil
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If the grass can be placed as meshes that contain multiple patches of it, having so many of them becomes less necessary, and LODs can also be efficiently used

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But for all I know you need to render single blades of grass individually
Patches will not work with steeply curved surfaces either

elfin otter
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true that about LOD

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culling too i guess

marble vigil
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Nor with grass that needs to be placed and removed granularly at runtime

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If the grass is relatively short, it's typical to fade it over distance by shrinking it and bending it away, so it blends with a grass texture on the ground

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If dirt needs to be seen under the grass up close rather than a grass texture, the ground can blend from a dirt texture to a grass texture over the same distance as the grass fades in size

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Many varieties of grass, surface circumstances and interaction requirements that all can affect the best choice for optimizing it

elfin otter
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nice one, didn't think about that, at least for my use case i think indirect will work better. few strands of grass, with a lot of em. think sending mesh once will trump whatever optimizations i can make

marble vigil
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Only testing will tell for sure

elfin otter
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will cost time

marble vigil
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Optimizing on assumption also does

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Luckily performance test scenes don't have to be pretty

elfin otter
elfin otter
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My issues with Indirect instancing were with my settings. Idk what was wrong just imported the default ones agian (what the flip bro)

late monolith
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Hello, i have a question so when TAA is enabled it causes a lot of noise in the result of a raymarching algorithm. I am not sure though what's the reason. even if the image is static the noise is visible so i am wondering if the TAA is applied to the normals or something?

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Maybe i am using the wrong texture or doing the sampling after TAA was applied

late monolith
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I made a short video using the recorder, you can see the objects being reflected a bit, the algorithm isn't proper yet but the video does show the problem i hope, the objects that are there seem stable but everything what is a reflection has a lot of visible movement.

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It's a static frame so i would think it would be static

marble vigil
late monolith
marble vigil
late monolith
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I have seen a few implementations online that reproject the previous results to the new one. I assume that's what actually makes it stable then.
I probably need to remember the last frame and reproject it onto the current frame and blend it then

meager wren
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can some one help me whenever i bake light my spot light turns off and if i have to remove lighting data to see the light again

marble vigil
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You have to follow all the necessary steps

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All objects that should get lightmaps should be Contribute GI static and set to receive GI from lightmaps
They also should have lightmap UV generation enabled

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If I was guessing it looks like only your lamp posts might be Contribute GI static, and none of your meshes have lightmap UVs

meager wren
meager wren
crimson pasture
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hey, im trying to follow a tutorial on making a blurred texture, however the output material is pink, this is an error of some sorts but the material is still in the unlit shader graph i made, and not an error graph like what usually comes up when other people have this error, what's happening?

here is the tutorial followed: https://www.youtube.com/watch?v=yQzWt5FT930

In this Shader Tutorial, I will show you how to create a simple blur and pixilation filter using Unity 6 and Godot 4.3!

👉 Learn to write Unity shaders https://www.youtube.com/playlist?list=PLaE0_uENxXqsd-Ys_Hl2A83axiyTBVsRc

👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. https://store.st...

▶ Play video
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i should be in URP?

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nevermind i fixed it, i just redid the shader graph, weird...

dry willow
crimson pasture
crude elk
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Hey is there a reason the standard lit shader for URP uses seperate textures for roughness, AO, and height instead of a channel packed texture?

late monolith
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What is the proper way to implement a RenderGraph pass in Unity that uses a history texture (from the previous frame) along with the current camera color as inputs, and then writes the result both to the camera color and updates the history texture for use in the next frame?

I think rendergraph doesn’t standardly allow textures to persist? I think it diposes of them at the end or somewhere through the rendergraph execution when they are no longer needed.

crude elk
flat gate
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Does anyone know if I can easily set the shader for all these gameobjects to urp without having to do it manually for each gameobject? I changed my default render pipeline asset to URP because it was previously set to none and now my scene looks all pink. I've set things back to URP -> LIT but their original colors seem to have been lost?

mighty wind
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LMAO e-book for Unity 6 URP is so low quality apparently no one even reviewed it

flat gate
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Yeah sometimes I'm disappointed in their documentation

marble vigil
late monolith
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I think i need some help with my logic for a renderpass. I am trying to make a rendergraph with a history texture, so the result of the rendergraph i saved in the history texture and used in the next execution of the rendergraph.

I saw in the documentation i need to use RTHandle if i want something to persist for longer than 1 single graph. However i am not sure how to make it robust so that it's always matching the camera color handle size. The issue i also have is that TextureHandle and RTHandle have different descriptors.

 private Material m_Material = default;
 private RTHandle m_HistoryHandle = default;

 internal bool Setup(ref Material material)
 {
     m_Material = material;
     renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
     return m_Material != null;
 }

 public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
 {
     UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
     UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();

     if (resourceData.isActiveTargetBackBuffer)
         return;

     TextureHandle cameraColorHandle = resourceData.cameraColor;
     TextureHandle motionVectorHandle = resourceData.motionVectorColor;
     TextureHandle targetHandle = renderGraph.CreateTexture(cameraColorHandle.GetDescriptor(renderGraph));
     RenderTextureDescriptor descriptor = cameraColorHandle.GetDescriptor(renderGraph);//renderGraph.GetTextureDesc(cameraColorHandle);
     RenderingUtils.ReAllocateHandleIfNeeded(ref m_HistoryHandle, descriptor);
     TextureHandle historyHandle = renderGraph.ImportTexture(m_HistoryHandle);
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in the code you can see i am trying to get the descriptor, what i have now is obviously not good.

#

The basic idea though is just saving the result and putting it back into the graph the next frame so you can do some temporal effects.

late monolith
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I think i got it by just copying most stuff over, not sure if there is a better way to do this though?

            TextureHandle cameraColorHandle = resourceData.cameraColor;

            TextureDesc texDesc = cameraColorHandle.GetDescriptor(renderGraph);
            RenderTextureDescriptor descriptor = new RenderTextureDescriptor
            {
                width = texDesc.width,
                height = texDesc.height,
                volumeDepth = 1,
                dimension = texDesc.dimension,
                msaaSamples = (int)texDesc.msaaSamples,
                graphicsFormat = texDesc.colorFormat,
                depthBufferBits = (int)texDesc.depthBufferBits,
                useMipMap = texDesc.useMipMap,
                sRGB = QualitySettings.activeColorSpace == ColorSpace.Linear ? false : true,
                enableRandomWrite = texDesc.enableRandomWrite,
                bindMS = texDesc.bindTextureMS
            };
            RenderingUtils.ReAllocateHandleIfNeeded(ref m_HistoryHandle, descriptor);
            TextureHandle historyHandle = renderGraph.ImportTexture(m_HistoryHandle);
copper pilot
crude elk
mighty wind
# marble vigil What do you think are the shortcomings?

For instance, I was just following one tutorial in Pipeline Callbacks chapter:

  • There are missing pieces of code which you can find only in the GH repo.
    -- E.g. s_SharedPropertyBlock is never initialized in tutorial and the code of FrameBufferFetch (why was it even needed in the first place). Code blocks are unformatted and not following any style guides.
  • Somewhere the syntax highlighting exists, somewhere it is not.
  • It's not said which type of Shader graph should be created, just screenshot of the nodes.
  • Injection point is defaulted in code as AfterRendering, in the editor it is set as AfterRenderingOpaques on the screenshot and not mentioned.
    Overall, I have no idea why is it a PDF file and not a regular documentation page. I can't even download it on my Ipad to start reading
wet breach
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How do I get rid of the camera filter effect that is very visible in shadowy areas?

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I really dont like the grainy look

sullen dune
sullen dune
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Which unity version are you on?

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Your bloom settings look different than mine

wet breach
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unity 6.1

sullen dune
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Turn all of those off, or turn off post processing on your camera, and see if that changes it. If so, its something in that stack. If its still a problem them likely an issue with your GI settings

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Your shadows look a bit detaches, but that doesn't sound like what you are trying to fix currently

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That noise looks more like a lightmapping issue, if I had to guess from just one image

wet breach
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disabling post processing did not fix the issue

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not sure if it is lightmapping. its like a texture is put over the screen

wet breach
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you see the grainy texture follow camera lens

sullen dune
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Do you have some kind fo realtime GI going on there?

wet breach
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yes Directional light

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or what do you mean?

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its disabled for the scene

wet breach
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Okay i fixed it. The issue was "Screen Space Ambient Occlusion" was enabled on the Universal Renderer Data. Disabling this removed the grainy effect

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Specificly the "Blue Noise" method in screen space ambient occlusion. Changing this to another method also removes grain.

sullen dune
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Yeah, that was the post processing I was saying you needed to make sure was disabled 🙂

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SSAO will always be a little noisy, and expensive. I personally try to avoid using it when I can

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SSAO in URP isn't on the post processing stack though right? I think it was in HDRP but I think its elsewhere now in URP?

thorny horizon
sullen dune
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yeah, its a render feature - so doesn't show up in the Post Processing my stack - sorry for missing that

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When I used it in the past it was for HDRP, and I believe AO is part of its volume stack there - or was originally

marble vigil
wet breach
sullen dune
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yeah, that is where it lives in URP

wet breach
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Any suggestions to what causes the pixelation here?

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seems to happen in all my doorway centers where the meshes meet

marble vigil
wet breach
marble vigil
dim field
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I'm working in a portal system and I'm rendering the portal camera to a RenderTexture through RenderPipeline.SubmitRenderRequest that's being called on Update.
It works well enough but a problem occurs once I enter the portal walking backwards. My assumption is that this is happening because the portal camera is being rendered after main camera.
Is there anyway I could force the portal camera to be rendered before the player cam? (Unity 6.0.39)

sullen dune
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The problem being that your AO is not visible through the render texture?

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Or the flicker you mean?

dim field
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the flicker

sullen dune
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You are calling your SubmitRenderReq in update, which by definition will be before the cameras render automatically, so that seems a bit unlikly to be the issue?

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You are sure the player has moved already when that is called?

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My guess would be its a race condition with your player movement code, and not a race with the final camera

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Can easily avoid that issue by moving your call to LateUpdate

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Assuming that is the issue

dim field
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the teleportation is done in LateUpdate

sullen dune
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Then it very much sounds like you are rendering your texture BEFORE the player is moved no?

dim field
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hm, true

sullen dune
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For the AO issue there, not sure how that can be handled. Spazi will likely have an idea on if that is even possible

dim field
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Initially I was doing the rendering of the camera through UniversalRenderPipeline.RenderSingleCamera being called with the beginCameraRendering event, which I would later learn that would destroy the performance (was getting half the fps I get now).
Somehow this flickering wasn't happening then

dim field
wet breach
wind light
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Does anyone knows screen space reflection (SSR) with compatable with unity 6.0 urp

sullen dune
wind light
sullen dune
wind light
sullen dune
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Pretty much anything you download for Unity will go into the Asset folder

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If you are ever unsure, if you see .meta files for every file - it definitely goes in Assets

wind light
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Aight then thx ill try it

dim field
sullen dune
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awesome

grim oriole
#

Metal: Error creating pipeline state (Universal Render Pipeline/Lit): output of type float4 is not compatible with a MTLPixelFormatR8Uint color attachment.
(null)

Metal: Error creating pipeline state (Hidden/Universal Render Pipeline/ClusterDeferred): input of type float4 is not compatible with a MTLPixelFormatR8Uint color attachment.
(null)

Got these errors when using Deffered rendering on 6.2 Beta. Any fix?

marble vigil
wet breach
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Im at a loss here. I'm using Render Objects to always render the held item in front so they don't clip into other objects, and still only using 1 camera. It works fine until the held item is in a position it would normally clip into another object, then some visual glitching appears. It seems to be an FAA issue. Setting the held item UI to render in the AfterRenderingPostProcess filter queue removes the issue, but then the rendering position of the UI is shaking and not in sync with the 3d object it is attached to. Anyone got a clue on how to fix this?

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I asked gpt, and it wants me to tick Transparent Depth Prepass in the UniversalRenderPipelineAsset. But I cant find this setting in unity 6

haughty garnet
dire sierra
#

Hi all. I'm attempting to make a group of objects render in front of other objects. (Funnily enough similar to the above post)

I got this working using zTest and the render object feature. However, this makes the objects in the group not respect their own depths between each other causing z fighting.

Has anyone got any ideas on how to render this group of objects above everything else but also retain correct sorting amongst themselves?

haughty garnet
wet breach
haughty garnet
wet breach
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yea a second camera rendering to a texture is my backup plan, as stacked cameras does not support TAA

haughty garnet
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You shouldnt need a render texture. You're just clearing depth on the stacked camera and drawing as is

dire sierra
haughty garnet
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Obviously it's up to your implementation, but if you plan on depth testing transparents afterwards I don't think that would make too much sense.

dire sierra
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No depth testing required. I just want to make something appear after everything and am not able to use multiple cameras at this point. Your method sounds like a solid approach. Just need to get my head around when to do it. Got it working with a quick custom render feature with clearing the depth

haughty garnet
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If you're sure of the ordering you can always just throw them in the transparent sorting queue and hardcode the draw value easily, but if the sorting between them can change dynamically then you do need some custom depth map logic

dire sierra
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Unfortunately cannot be sure of the ordering due to a few movements the gameplay causes. Seems like either the depth map or some form of stencil punchout is the play

marble vigil
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Though sometimes this happens even without render objects at all, between opaque geometry in the same space
No idea why

wicked narwhal
#

Im making a car game but
I'm stuck trying to make my car drive properly, even though I added a Rigidbody and tried some scripts it just doesnt move(im new btw)

sullen dune
wicked narwhal
sullen dune
#

This is the URP channel, questions about rendering in URP

split thicket
#

Is there any way to make the game view to not render new frames once the frame debugger is enabled? I'm trying to debug motion vectors, but because the game view still renders new frames even after the frame debugger paused the game, the only frame that has any motion (the first upon being paused) is immediately lost and replaced with new frames that have no motion (since the game is paused...).

wicked narwhal
marble vigil
main rock
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i have a grass asset which looks realy nice in the normal built in rp, same asset in an urp projects looks bad, no subsurface scattering no light effects

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is that normal, that the built in render pipeline has sss by default but urp doesnt have that?

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and i always thought urp is more modern and provides better looking results

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but in fact the built in rp is much better in that case

soft lion
# main rock i have a grass asset which looks realy nice in the normal built in rp, same asse...

It's the shader that defines how the mesh is rendered. I'm pretty sure there's no subsurface scattering in the BiRP default shader either. Generally you would want to use asset that specifically supports the render pipeline you are using. At least for now, shaders don't really translate between render pipelines so if your asset only includes BiRP shaders, it most likely would not work well if at all on other render pipelines.

main rock
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i event started a new scene, no shaders involved really just a material with cut out grass

soft lion
sullen dune
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@marble vigil Would you happen to have any advice on haw to deal with materials that use Parallax Occlusion? It looks great, but getting edges of different materials to be sharp is tricky. Do they need some buffer mesh to act as a border between them or something?https://cdn.discordapp.com/attachments/474020247955832853/1382794863950696520/Parallax_Occlusion_Issue.mp4?ex=684c7392&is=684b2212&hm=73bb96b65937e5120f9b8d4459c6439db8aa78233fdec1e5379a7a61ef70ef4d&

Not sure if this video can link or not here

main rock
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no special shaders involved

soft lion
main rock
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only the built in

sullen dune
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"standard"

main rock
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so yeah urp is trash in that term, no sss by default, no matter what i tried

soft lion
main rock
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i just posted the inspector of the material bro. trust me

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i am guesing in that term the urp is just not as good as the Birp

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not sure tho how it looks like in unity6

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they might have improved it

soft lion
main rock
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but how comes the grass looks much better in birp and in urp it looks extremely bad

soft lion
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that's subjective, I don't know what to tell you

main rock
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the light is not scattered in anyway

soft lion
#

The standard shader is not meant for grass/leafs etc. anyway. Better shader for URP may very well exist built in, I don't know. If you could share some side by side comparisons, it would make it much easier to narrow down the issue, could be just something wrong with your lighting setup or something like that

main rock
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lighting is same just a directional light, same rotation

soft lion
# main rock

You didn't even specify which of them this image represents. Something looking worse than something else is nowhere near enough information to help you any further

marble vigil
soft lion
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Only thing that I can quite confidently say is that your issue has nothing to do with subsurface scattering since it's not supported by neither pipeline (many custom grass/leaf shaders emulate it though)

dry willow
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My guess would probably be different shadow bias settings, as that would let light leak through the mesh which they might be interpreting as SSS

marble vigil
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Pixel Depth Offset: The offset to apply to the depth buffer to produce the illusion of depth. Connect this output to the Depth Offset on the Master Node to enable effects that rely on the depth buffer, such as shadows and screen space ambient occlusion.
There hasn't been a master node for years, and no Depth Offset exists in URP so it may be a HDRP thing, if it exists at all

sullen dune
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I will definitely read into that, thanks

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Feels like I just have to design accordingly

marble vigil
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If I was using parallax mapping I'd consider baking a vertex color channel for lerping out the parallax effect smoothly near any corners or material transitions

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But it wouldn't be dynamic at all

sullen dune
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Doesn't need to be dynamic really, but it does need to be a fast workflow to make it happen. Don't want to mire map making down with some crazy bake step

marble vigil
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Vertex coloring intersections definitely won't be fast unless you make some clever tool for it
Or design modular assets in such a way the intersections are always predictable and easily repeatable

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Still, I don't recall any parallax or POM shader in a finished game that didn't look at least a bit weird, or often a lot weird

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I think I'll be using them only for visuals on the more surreal side so the artifacts won't be a problem

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Tessellation might be better for realism, but I don't know its drawbacks

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Also, I don't really know if there are some better solutions to those parallax issues
Hard to find much info

sullen dune
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I will play around with some design choices that might minimize the weirdness. I don't need to use it all that excessively

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Just wanted to know before I do that if there was some magic bullet others use to get around it.

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It is definitely an effect I want to use, so I will find a way to make it work

marble vigil
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You can of course blend different textures and heightmaps within a parallax shader in various ways, but only within it

sullen dune
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I may just have to avoid large scales. It becomes much less of an issue for smaller scales

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In the end, a little edge weirdness in an indy game isn't exactly going to be an issue. But it will annoy me to no end 🙂

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Adding a barrier material to the mesh definitely does not make things better. Parallax freaks out if any faces are in front of it it seems. @marble vigil

marble vigil
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Just from being near geometry? Not something I've seen before

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I'd expect it to just ignore the geometry, so it gives the impression of cutting into the other material but not worse than that

sullen dune
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I just added that lip to the mesh and gave it a non-height material, and as I move around, any area obscurred by it turned into liquid goo

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Going to try sticking a completely separate mesh in, just a Unity box and see what that does

marble vigil
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Shader Graph Feature Examples has an example of parallax mapping / POM
In case it helps to have another point of reference

sullen dune
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I just tried sticking an intersecting mesh clipping through it and it rendered just fine, so I think it is some normal weirdness of have the border edge part of the same mesh

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though it still exibits the same edge drifting issues. So I think I just have to be thoughful about when and where I actually use this effect.

glass gull
#

How to make shaders from built in work for urp

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I know its possible. I did it once but i dont remember how.

sullen dune
#

If they just use the standard BIRP shader, URP should offer to upgrade them for you to its Lit Shader

#

If they are custom shaders, you are pretty much on your own as far as I know.

glass gull
magic grove
#

Hey everyone, I'm implementing SSR into my Unity 6.1 project and I've run into an issue I can't find the answer to. I'm trying to sample _BlitTexture using mips in a similar way to how URP handles reflection probes using SAMPLE_TEXTURE2D_LOD.

I've also tried sending my own texture to the shader using Render Graph but I can't figure out how to get it to generate mipmaps.

Any help would be appreciated cateatlava

sullen dune
#

Do you happen to know if its possible to recreaute Environmental Reflections easily inside of Shader Graph? My goal is to use GI data to dim reflections in areas that don't receive much GI. Multiplying GI data into the Occlusion channel affects the reflections, but that also affects lighting - which I don't want. @marble vigil

sullen dune
#

I feel like the answer is going to be I need to start with a Unlit shader, and wire that up myself to act like a Lit shader - so I can poke at the reflection/light handling manually?

#

Lit shader seems to be doing reflection/GI stuff inside of a black box

marble vigil
#

Luckily Cyan made the nodes for it making that process easier
The importable Shader Graph Feature Examples sample has a partial node version of the lit shader

sullen dune
sullen dune
#

It's not entirely natural, but for a quick and dirty solution, multiplying the baked data into occlusion does more good than harm. Rebuilding a shader from the ground up to recreate Lit was getting messier than I am wanting to deal with just yet.

marble vigil
sullen dune
#

Nope, just using the baked light data for now

sullen dune
#

At some point when I get to actual cosmetics for this, I might revist this and make some kind of tool to draw a map that is similar to an ambient occlusion for it. All of the things I would like to try I don't want to sidetracked with yet. Primary game loop first - pretty later.

dawn comet
#

Anybody super smart graphics programmers how fog like this is acheived? It seems to be rendering some sort of volumetrics... are these volumes placed in the world? Is is similar to how clouds are often rendered (based on density samples in a ray from the camera)

#

or maybe its particles? idk how to make a particle system that would look like this consistently

placid laurel
dawn comet
#

ohh hdrp has fog like that hmm

#

im decently expirenced with shaders and postprocessing, but im unsure how it would be achieved. Maybe similar to techniqes here? https://www.youtube.com/watch?v=4QOcCGI6xOU

Clouds are lovely and fluffy and rather difficult to make.
In this video I attempt to create clouds from code in the Unity game engine.

Project source (Unity, HLSL, C#) is now out of early access:
https://github.com/SebLague/Clouds
If you'd like to support the creation of more videos like this, please consider becoming a patron:
https://www.pat...

▶ Play video
#

if anybody has resources on how volumetric fog systems work, lmk!!

native birch
iron compass
quartz pond
#

I haven't found a single thing on the entire internet about ANY HDRP related Portal Systems or Working Setups

dim field
#

the only tricky part of URP mas calling the render camera method from code, which you do with the methods I mentioned there

#

as far as I've read I assume it's pretty similar to that on HDRP

quartz pond
#

But it is very performance demanding so I'll have to fix that

half relic
#

Hi. Maybe it's about URP, but my camera is not clearing the background and there's no clear flags option anywhere

quartz pond
half relic
#

Emm. Not really

placid laurel
#

Though it doesn't work consistently for me..

sinful gorge
faint night
#

Is there a way to make a URP camera give off light to only it's own view, so to speak? As in, there isn't actually a light there, but if viewed through that camera the objects do actually look brighter as if from a light in the same place as that camera?

marble vigil
faint night
# marble vigil How would that be different from having a light on the camera?

I dont want anything else to see or be affected by that light. And it's not unlikely that the player would be in a situation at least once where they would see the location that is seen by the camera that I want to see as if through a light, so just using a light itself would mean that they just see a light from out of nowhere. If it matters, the camera isnt intended to be looked through as a main cam or whatever, it outputs to a texture that the player can see

sullen dune
#

You want distance from the light to affect brightness I assume?

#

I believe a camera shader with a basic z-buffer based additive or screen effect would do the trick - though couldn't tell you the steps for that if so

#

But that still assumes some light exists in the scene for it to amplify. If its pure black you would need to use Render Layers have actually have a light source attached to the cam

solar olive
#

quick question regarding an issue i've been having with urp lights
i'm using unity6, with the pre setup urp template; also i'm using forward+ rendering (this issue does not happen on forward or deferred, but i would like to use forward+ since i want to have a large amount of realtime lights)
(i also have a full screen renderer feature active, but that isn't the cause, even with it off, the issue still happens)

directional and point lights work perfectly, but spot lights cut out in a weird and pixelated way at specific angles
the issue happens both with shadows on and off
i'm assuming it's something with how the light gets culled, but i couldn't find any settings relating to light culling in the pipeline asset

attached some pictures (pic1 is it working correctly; 2 and 3 show the issue at different angles, and 4 is the issue happening without the fullscreen pass)

would appreciate it, if anyone could point me in the right direction (also sorry about the long message)

marble vigil
solar olive
marble vigil
#

You can do all kinds of distance based highlighting or shadowing effects with per-camera post processing as emotitron suggests, though in my mind having a per camera light should be the simplest way

sullen dune
marble vigil
crude elk
marble vigil
crude elk
#

yes, that is what the documentation says

#

I know what channel packing is

#

What i do not know is how that applies to the URP shader shown in the image i provided

marble vigil
#

The shader already requires metallic map alpha for smoothness (or albedo alpha if specified)

#

And since occlusion map is the only other one the mask map can have it would use metallic map green for occlusion if no occlusion map is provided separately

#

Or that's the theory anyway

crude elk
#

Im not sure how the shader would ‘know’ if no texture is there without branching. And even then i’ve used grayscale images without occlusion maps and didnt see any difference in occlusion :/

marble vigil
crude elk
#

yes from what I’ve seen, which is why i was wondering what this excerpt is about.

dry willow
crude elk
#

Well i assume it wouldn’t load the texture multiple times regardless, but that does seem more plausible.

pure radish
#

And the alpha of the normal map is also a potential source for packing as it's uncompressed

crude elk
marble vigil
#

Doesn't seem like great channel packing if it requires an additional texture sample anyway

violet bison
#

I've got a Shader Graph. It uses the material type Unlit and renders a triangle.
How do I force the view of the material in the Project folder to show in 2D?
The 3D sphere view is quite horrible for looking at 2D materials.

quartz yoke
#

anyone know why the z-sort order is fed

#

ah fixed

dark plover
#

Is this the right place to ask about textures/materials?
Is there a simple way to make a ground texture spanning a very big area look better?
I downloaded a free materials pack, but they all look terrible on large ground surfaces.

I'm using this now, which looks ok, but very plain/boring:

pure radish
pure radish
dark plover
#

yeah this is just a color material I made myself, I have no idea what all of that is

pure radish
dark plover
#

thx though

#

they mostly just don't look anything like the preview

pure radish
#

I will need an in game screenshot with also the material on the right (like in the first screenshot)

dark plover
#

cool, I'll do some research about how to set them up then, thx

unreal temple
#

hey, my materials on my player object are getting stripped on build and replaced by the gray "Lit" urp material

#

^ this is before and after build

#

how do i fix this?

crystal forge
quartz yoke
#

@opal silo hey thank you for pointing out my triangle count lol I am struggling with it

#

is there anything you would like to recommand? I am generating the world in-real time

twilit acorn
twilit acorn
unreal temple
crystal forge
twilit acorn
crystal forge
# twilit acorn I mean, in the worst case you'll get an error

Ah I just remembered, if it splits into draw calls that won't work in my case as I have another array of colors to render the meshes with that I pass to the material. These colours are then looked up with the InstanceID in the shader, but if it's split into draw calls, they'll end up looking up the first 1023 elements of that array only. I think I'll just convert to an Indirect call.

twilit acorn
#

It could be that unity provides some kind of instance id offset in this case.

orchid hedge
#

asked in #archived-shaders but i realise it might be a better question for this channel

#

im pretty new to shaders and stuff. i've gotten pretty confident in shadergraph. i wanted to see what else i can do with URP though. im wondering what i should learn next and what resources i can learn from
i've heard of render features, render graph and HLSL but i have no idea where to get started with them or where the documentation is.

twilit acorn
# orchid hedge im pretty new to shaders and stuff. i've gotten pretty confident in shadergraph....

Learning without a purpose sounds kind of meaningless to me.
Maybe set up some goals and learn while looking for ways to achieve it.

As for the resources, there is the unity manual and documentation. The features you mentioned should be covered decently. The docs can be found very easily by googling or looking through the manual pages.
If you really want to get deep into computer graphics, you'll need to learn beyond unity though. Unity abstracts a lot of the low level stuff away, making it harder to grasp the full picture. Which is why looking up engine independent resources might be a good idea.

orchid hedge
#

kk, thank you. i'll try and see what else i can find UnityChanThumbsUp
-# also just noticed i could've checked the pins lol checkpins

worn elbow
#

does anybody know how to use urp to render into a texture the depth buffer and use it in a shader? The only example I've found was using unity's camera.RenderWithShader which would do the job, but it's not supported in urp. To preface, I only need to render once.

marble vigil
tame python
#

Hey, really random question about smoothness on materials in URP; I really like the look of this shiny metal material in the light, as the smoothness makes it look nice and reflective with highlights, but in the dark, those highlights are still very much visible and it looks pretty ugly. The only way around this that I've found is to just turn down the smoothness, but then it looks less shiny in the light. Here's a few pics from my game to demonstrate the difference in the light and dark.

twilit acorn
tame python
#

turning down the intensity multiplier does make it go away though

ocean hinge
tame python
#

I do not have reflection probes 😶

#

honestly never used them before

twilit acorn
#

As well as environment lighting.

ocean hinge
# tame python I do not have reflection probes 😶

https://www.youtube.com/watch?v=zO2l0Fy7yDw i have made a tutorial a while ago which might help, its not exactly your problem but deals with dark indoor areas and reflection probes

This video deals with the common problem of to bright indoor scenes people often face.
If you also have the problem that you cant get pitch black interior scenes for your horror game in Unity, this is the way to go!

Fixing the problem of too Bright Indoor Scenes for Horror Games in Unity.
Create dark indoor scenes in Unity.

If you are interest...

▶ Play video
marble vigil
#

Or rather it's a problem of fundamental nature

#

Realtime reflection probes would help

#

As would RTX reflections

#

Both typically have a prohibitive performance cost

#

If you can afford one or two realtime reflection probes, you could stop them from updating when the player is not in the area

#

It'd be better than nothing but there could be some accuracy issues you may have to conceal

#

Not that RTX is accurate either because it takes time to accumulate rays, and small details have low surface area so less space for rays to work

#

Screen Space Reflections also help and are cheap, but even more limited and not available for URP out of the box

#

The root of the issue is that baked reflection probes can't respond to a change in brightness

#

If you bake the probe in the dark, it'll just be black and specularity will only be direct from light sources so metallic objects are way too dark

#

If you bake it in the light, everything will sheen in the dark as we see because they're getting reflections from an environment that isn't actually visible

twilit acorn
marble vigil
#

It'll solve the issue of the sheen, but introduces the problem of no environment specular at all

#

May be a lesser evil but not ideal
Depends on the materials

#

Worst case for it is to have large objects made of a light colored relatively smooth metal
They'll be totally black, except for sharp direct reflections from the light source

twilit acorn
#

I see

marble vigil
#

It's technically possible to get really hacky with it with custom lighting models that attenuate specular cubemaps when the material is in the range of a light, or even some new type of reflection probes or environment reflections altogether
Which I think games that have extremely sharp darkness and PBR probably do, like RE7 and RE4Remake probably do

#

The typical workflow just isn't really cut for it

#

Which is why most games with realistic graphics try to avoid that kind of darkness with design by placing at least some lights around
And in those cases when there's none you usually can see in the dark a bit because of it

#

Metro 2033 for example, has almost no areas of total darkness despite being infamously dark

tame python
tame python
sullen dune
marble vigil
#

And why some type of realtime reflections would be less inconvenient

#

As mentioned you'd only need a realtime reflection probe to be active when its room is visible
No point rendering the realtime probes when they're not in sight
Time slicing is also useful for optimizing them, especially for a probe that's in a room that's only partially visible

#

Not saying reflection probes are necessarily the best option, but there's ways to make them work in this kind of situation so probably worth trying out

nimble shadow
#

Hey, returned to Unity after a while on a new machine and now I'm stuck trying to get decals working again. afaik I only updated minor unity versions

#

but I did switch from windows to linux as well, if that makes any difference

#

the issue I'm having is that decals won't render anymore and the unity editor started yelling at me:

#

however, opening the associated forward renderer shows:

#

there is only one graphics setting and it's selected in proj settings. my camera doesn't override it. proj settings has the correct settings assets selected.

#

sigh, appears that it's some linux+gpu+opengl problem. further googling helped "fix" it.

winged sky
#

why is it pink?

twilit acorn
winged sky
twilit acorn
winged sky
#

im brand new to unity so idk

twilit acorn
#

What material does the object use?

winged sky
#

ill chcek

twilit acorn
winged sky
#

tried with no pipeline

twilit acorn
# winged sky

That doesn't help. Select the object with a renderer component and take a screenshot of the material in the inspector

winged sky
twilit acorn
#

That's a texture...

#

Select the pink object in the scene and take a screenshot of the inspector

winged sky
twilit acorn
winged sky
twilit acorn
#

That's built-in rp shaders

#

You're probably using urp still

winged sky
twilit acorn
winged sky
twilit acorn
winged sky
twilit acorn
winged sky
#

if its that

#

yup it was

#

ty bud

ornate pine
#

Hi I want to add bullet hole decals to my game but I'm not sure which method to use. I'm making a VR game so performance is important.
I looked online and the URP Decal thing looked nice to use, but heard a lot about it causing a big performance hit. I also saw people use particle systems with a single not moving particle, or the transparent quad method.
So which would be the best choice??

dark plover
#

How do I make it not-tiled 😛

#

I tried a bunch of different sizes, but nothing really works

sullen dune
#

"not tiled"?

dark plover
sullen dune
#

Still not following. Its going to repeat, because its repeating. You want it to just be white or black outside of exactly one square of it?

dark plover
#

I want it to look good and have no idea how to do that

sullen dune
#

If you want to hide the fact that its a repeating pattern, you usually have to get creative with layering materials

#

But a basic one texture material... is going to repeat... because it repeats

dark plover
#

so I need a material with multiple textures?

sullen dune
#

You have to solve for it yeah, there is no magic that changes the fact that you are using a single repeating texture

#

Lighting and reflections will mask it a bit, you have none of that yet

dark plover
#

I just downloaded this material, I have no clue how any of this works

dark plover
sullen dune
#

If you are doing large areas you are starting to get into terrain. I don't know of anything that magically does this but the asset store might have something. But you are going to be running into a lot of issues if you are looking for asset store items to solves game design problems. You are kind of reaching a point now where you have to actually learn how to use the tools.

dark plover
#

I'm happy to watch some tutorials on this stuff, I just have no clue what I'm looking for

sullen dune
#

Maybe Terrain is what you want to look into, depends what you are doing

dark plover
#

I'm not sure myself what I'm doing (on the graphical side)
I just know I have a huge floor rectangle that looks terrible no matter what I do to it lol

#

it's supposed to stay flat though

sullen dune
#

Terrain has some tools for layering textures, even if it is flat

#

As well as adding foiliage/grass/rocks to help randomize things

dark plover
#

can't a material consist of multiple textures? or does that not solve my issue?
I've been using free assets so far, maybe there's some better quality paid assets?

#

I saw some examples of a mask being used to randomly change/combine two textures, again I have no clue what all of this is or how it works

sullen dune
#

It can, if you make a custom shader and you make it handle multiple textures, but its not just putting two textures on a material. You have to define where one covers the other and where it doesnt, as well as any normal/height stuff. Its not basic shader stuff.

#

I have given you my answer, not much more I can say. Terrain is probably the took to be looking at.

#

You can do it with shaders, but its not going to be a simple drag and drop operation

dark plover
#

but terrain still uses materials to cover the ground not?

sullen dune
#

Terrain layers materials yes, and gives tools for controlling how they are painted/distributed - as well as objects like grass, rocks and trees

#

I feel like you are hoping for an easy "I just buy this, drag it in and I have a AAA looking scene"... that isn't really going to happen

#

Even with just basic PBR materials, you need to get your lighting and reflection maps right for them to look good

dark plover
#

where do I go to learn more about all of this?

sullen dune
#

Google and the Unity docs/tutorials

pure radish
#

You would need to mix up different textures or increase the scale so it's less obvious or something

dark plover
dark plover
#

Hmm, how does this look?

ocean hinge
ornate pine
#

Does anyone know if transparent normal maps are a thing?
I want to make a bullet impact decal, and I tried using an image on a quad that I got from the unity particle pack asset. But that looks horrible.
Is it possible to have a transparent quad with a normal map on it, so anything that's behind it looks deformed? Not like a hole, but a dent.

orchid hedge
#

have you tried using a decal whatdog

#

i believe how the dent looks would just depend on the texture. different materials would look deform in different ways. so there's not really a universal texture you could use, assuming you're going for realism at least. you could just use some generic dent texture and that would probably look fine for most games

iron compass
hoary wind
#

Has anyone ever tried using Unity and URP on Arch Linux?
Its like URP just doesn't work on Linux and Unity just tries using BuiltInRP instead.

#

On KDE Neon / Ubuntu everything is fine

#

This is Unity 6.1

twilit acorn
hoary wind
#

Its like its just ignoring the fact URP even exists.

#

Same project I pull from Git on KDE-Neon and everything is fine. Same for Windows and macOS.

#

Everything else works so idk why URP just fks up Unity on Arch

twilit acorn
#

If you start a non urp template, it's not enough to just install the package

hoary wind
twilit acorn
#

Well, did you try making sure it's set up properly?

#

Is it really a urp issue or just a template issue?

hoary wind
twilit acorn
#

That's not what I'm asking.

#

Is the urp asset assigned in graphics and quality settings?

hoary wind
twilit acorn
#

What happens if you try?

#

Does it not let you drag the asset in? Or if you click the browsing button, is the asset not there? Or it's there but when you select it, it's not assigned?

hoary wind
#

Hold on wtf. Git-LFS didn't checkout the file pointers

twilit acorn
#

Sounds like a typical case of xy problem

hoary wind
#

I forget on some systems for some reason you need to invoke "git lfs install" once before it works

#

Others it just configures itself correctly without it

twilit acorn
# hoary wind yep, thank god it was just Git-LFS not doing its thing

Here's a tip for troubleshooting: always assume that the issue cause is on a higher level(human error, settings, missing files), confirm everything you can, even the most obvious of stuff. Only when you done with that, start thinking of the possibility it's a low level(engine) bug, issue or incompatibility(these would usually not go off silently but throw warnings, errors and pop up messages).

hoary wind
ornate pine
marble vigil
ornate pine
#

I tried using a transparent png with an impact normal map, but that didnt work sadly, but I understand why because it would only affect it's own texture and not the one behind it.

ornate pine
#

Ok I'm just going to use decals, they look way better and after a small test I don't think they impact performance that much. I'll just put them on the higher quality settings.

Also, will it be a problem if there are decals in the world and someone switches to another graphic setting that doesn't have decals enabled, what would happen in that case?

queen cloak
#

Is there a way for me to check whether or not a project is using the old rendering path (e.g. Non RenderGraph rendering path) on runtime?

copper pilot
#

And, to be fair, they are also sometimes do that when they should be UnityChanLOL

jolly quail
#

left camera present
Right no camera present

why the HDR color only work when there's camera in scene?

marble vigil
#

Scene window has its separate toggle for PP, but iirc that only can disable it after a camera has already enabled it

coarse axle
#

Hi, long time lurker first time poster here! I'm working on a project with a custom URP pipeline but a builtin visual effect graph package, I had to update Unity from 2021.3.15f1 to 2021.3.45f1 and as a result I'm having the following issue with Particle Quad Output: Shader error in 'Hidden/VFX/FX_graph_StaticStars/System/Output Particle Quad': 'VFXApplyAO': cannot implicitly convert from 'float4' to 'struct ps_input' at /Projects/Unity/PROJECTNAME/Library/PackageCache/com.unity.visualeffectgraph@12.1.15/Shaders/VFXCommonOutput.hlsl(224) (on d3d11)

#

Does anyone know how to solve this issue?

marsh wigeon
#

This is rendering nicely under Unity's URP, but I’m still not sold on how the hotspots behave. I’ll keep refining the user interaction aspect. Modeling, texturing, and materials are all still a work in progress. I still need to model the circuit traces.

safe lotus
#

i know this is an incredibly open/generic question, but is there a way to reduce gpu heat from my game? whenever i run my game my gpu goes up to like 80c even though i only have a small scene and 144 target fps

#

i should also note my pc tends to get really hot on unity games in particular (ie. tabg, extricate), but is fine with most other games so it might just be an issue with my computer rather than my optimization

ebon karma
#

maybe in other games your GPU usage is around 80-90% and that's why it's not that hot

#

also, why do you need 144 target fpsUnityChanClever

safe lotus
#

i'm not good with technical stuff is there any easy fix for that?

ebon karma
#

(uh, actually you can do that in any game)

safe lotus
#

i thought targetfps was the cap 😵‍💫

#

silly me

ebon karma
#

or build

safe lotus
#

in editor

#

let me try building

ebon karma
#

yeah

#

in editor you don't have Vsync enabled by default

#

meaning you probably getting way more fps than your monitor refresh rate

safe lotus
#

ahhh i see

#

is there a way to enforce an fps cap in the editor?

#

like with code or something

ebon karma
safe lotus
#

weird, i have the targetFrameRate as 144

#

ok yea using vsync seems to fix it

#

thanks a bunch!!!

merry radish
#

Can anyone point me in the right direction as for what Gfx.WaitForPresentOnGfxThread actually means in the profiler?
I've read a bunch around and everyone mentioned vsync (which I have turned off) and the GPU having too much work causing the CPU to wait for it to catch up.
I'm testing on a basically empty scene (4 primitive meshes, 1 camera and no lights) and I still get 88.9% on Gfx.WaitForPresentOnGfxThread

My scripts take around 5% which is mostly physics stuff. The profiler graph shows the peak being caused by the "Other" category.
Fps is usually above or at 330 but dips to below 60 for 1 frame when the Gfx.WaitForPresentOnGfxThread gets to around 85%

twilit acorn
#

It literally means "waiting for present/presentation". Present is the act of sending the rendered image to the monitor.

marble vigil
#

Not sure what the right tool for that type of analysis is in that case

twilit acorn
#

Are you sure? Pretty sure I've seen people use it with urp.

twilit acorn
# marble vigil

Hmm... Weird.
It does seem to work to a degree. But the timings don't match.

marble vigil
#

I guess the next best alternative would be RenderDoc? Though not sure if it had all the same timing information
And won't support all platforms

twilit acorn
#

Render doc, pix or the dedicated gpu/platform tools. They should provide more info than the unity profiler, but it can be difficult to make a capture, especially for beginners.

#

I do feel like it worked at some point though. Is it just in unity 6 perhaps?

merry radish
#

Unrelated to profilers, but
I've opened up a new blank project and this still happens.
Performance in the blank project is actually worse than the one with scripts running

marble vigil
#

You can only get accurate information by profiling a built application

woven raven
merry radish
marble vigil
woven raven
marble vigil
woven raven
#

And is all mixed

haughty valve
#

Hello, does anyone know how to properly "blit" (for 2x blur passes) using the new RecordRenderGraph system?

The docs says to use this code, but it doesn't seem to work anymore. (https://docs.unity.cn/6000.0/Documentation/Manual/urp/renderer-features/how-to-fullscreen-blit.html)

RenderGraphUtils.BlitMaterialParameters para = new(source, destination, m_Material, 0);
para.material.SetFloat(k_IntensityID, m_Intensity);
renderGraph.AddBlitPass(para, passName: k_PassName);

So instead I am tried to use the renderGraph.AddRasterRenderPass by binding the output using builder.SetRenderAttachment, and the source as input to Blitter.BlitTexture, and using that I can see that the texture properly gets the correct input/output textures.
However, I still don't get the correct result, and by using PIX I can see the blitter is only drawing a 3 vertices ( a triangle) and not a fullscreen quad as the old cmd.Blit is doing. Do I need to somehow tell it to draw a fullscreen quad, or what could cause this?

karmic iron
# haughty valve Hello, does anyone know how to properly "blit" (for 2x blur passes) using the n...

Welcome to the nightmare that is Render Graph API. Don't use BlitPass for that, at least I don't, AddRasterRenderPass is the way I do mine. Example:

                {
                  builder.AllowPassCulling(false);
                  passData.BlitMaterial = m_Material;
                  builder.UseTexture(123, AccessFlags.Read);
                   passData.SourceTexture = 123;
                    builder.SetRenderAttachment(12345, 0, AccessFlags.Write);
                    builder.SetRenderFunc((MyPassData data, RasterGraphContext rgContext) => ExecutePass(data, rgContext, 1));
                }```
haughty valve
karmic iron
haughty valve
#

And this launches a shader where the fragment/pixel shader will run once for every texel in the textures for you? Assuming src and dest is the same size and format.

karmic iron
haughty valve
karmic iron
dry willow
#

BlitTexture draws a triangle. You need to use a specific vertex shader (there's one provided in a Blit.hlsl include file) for it to fill the screen

haughty valve
haughty valve
# karmic iron Welcome to the nightmare that is Render Graph API. Don't use BlitPass for that, ...

I have one more question! --> which is that as soon as I add the second AddRasterRenderPass of my 2-pass ScriptableRenderPass, then for some strange reason the first pass source texture is being overriden, it's no longer the the srcRtHandle that I clearly set in that first pass. thinksmart

Inside RecordRenderGraph
RTHandle srcRtHandle = RTHandles.Alloc(myRenderTexture);
TextureHandle srcRtTextureHandle = renderGraph.ImportTexture(srcRtHandle);
same for the intermediateTexture..

Inside the first renderGraph.AddRasterRenderPass(..)
builder.UseTexture(srcRtTextureHandle, AccessFlags.Read);
builder.SetRenderAttachment(intermediateTextureHandle, 0, AccessFlags.Write);

And then inside the ExecutePass(..):
Blitter.BlitTexture(cmd, srcRtHandle, ...);
I use this in my first RasterRenderPass with builder.UseTexture() and then builder.SetRenderAttachment() sets an intermediate texture, and it works fine.

However, as soon as I add a second AddRasterRenderPass pass that blurs from that intermediate texture back to the original, the first pass’s src gets overwritten unexpectedly.
Basically the second pass just swaps the input / output in UseTexture and SetRenderAttachment and then it performs the same ExecutePass function.
So it's a classic 2 pass blur effect where the input and output is swapped for the second pass.

Any idea what I am doing wrong, is Unity aliasing my texture memory in some way?
On all the examples I find people are mostly doing 1 AddRasterRenderPass so they wouldn't have this issue, as I only get it whenever I add the second pass.

tranquil narwhal
#

hey chat

#

can I have 2 separate post processing volumes in one scene?

#

one for UI and the other one for... etc

#

anywhere I should look into?

sullen dune
tranquil narwhal
#

could you please help me with the steps?

#

I tried doing the layers, but no luck

sullen dune
#

I don't recall off the top of my head, but I do it in my project. It's just not in front of me atm

tranquil narwhal
#

no problem

#

if you remember when you're in front of the pc 🙂

#

you can tag me or dm me ❤️

sullen dune
#

Just match the layers of the camera GO and the Volume GO

#

Just the regular Unity layer @tranquil narwhal

tranquil narwhal
#

got you

#

I'm trying that

#

I forgot I had a bug here, let me see if I solve it first...

#

even if I have all Post Processing Volumes, disabled

#

I still get effects, not sure where they come from

sullen dune
#

The volumes are overrides of your base volume that is an SO somewhere in the project

tranquil narwhal
#

oh welp

sullen dune
tranquil narwhal
#

yeah

#

I see that

#

can't I disable it?

sullen dune
#

Make an override and toggle everything off in it

#

And apply that to your camera with the Layer

#

Or disable everything in your default

#

And use overrides to specifically enable

tranquil narwhal
#

oh, cool

#

let me try that

#

okay that is good

#

the UI post processing affects both cameras when enabled

#

the Overworld_day postprocessing only affects the "Default" layer/camera like it should

#

they're both on the same layer

#

I see

#

it only happens when my overlay (UI) camera has Post Processing on

#

it affects everything in my screen

sullen dune
#

is your UI camera set as an overlay camera?

#

I was wrong btw, you have to set this for the Camera to tell it which volume layer to use @tranquil narwhal

#

Volume Mask

#

If you are overlaying cameras in a stack, the top volume is going to apply to that layer and everything under it from what I have experienced

#

So if you put a bloom on your UI overlay camera, its going to bloom everything

marble vigil
# tranquil narwhal it affects everything in my screen

This is expected
The overlay camera renders on top of the base camera, so it contains the rendered image of both cameras that then gets post processed
The alternative would be to use alpha processing, but let me know if you get it working because the instructions assume you already know what to do with it

haughty valve
# haughty valve I have one more question! --> which is that as soon as I add the second AddRaste...

@karmic iron
Okay more weirdness.. I found that in the end the issue is that inside my 2 passes. I overwrite the "_MainTex" property in my shader, as expected with the source of each shader respectively.
However, it seems like the "last" bind to .SetTexture("_MainTex", sourceTex); is overriding the .SetTexture call I did in the first pass. So basically both passes end up getting the same texture bound as source, which is wrong.
So.. do I have to use different _MainTex properties in the shader and bind different ones? Or use different materials? ^^
Both solutions would work but it feels very hacky and would be harder to maintain in the long run.

So inside the ExecutePass function it basically looks like this for both pass0 and pass1:
.SetTexture("_MainTex", sourceTex);
Blitter.BlitTexture(rasterCommandBuffer, sourceTex...

karmic iron
marble vigil
#

Don't crosspost

potent ice
#

I'm going to delete it

#

jesus

distant gale
#

hello there! Im tremendously new here, so i dont know how exactly things work, but ill try to post my question here, simple and fast

#

MAS or ORM (texture channel packing)

haughty valve
lilac fractal
#

Yo, I was trying to change max shadow distance, since the default is quite low, and the option is just... not there? The Unity Documentation mentions Max Distance under Shadows, but there isn't even a Shadows menu.

lilac fractal
#

It's also not under Quality

#

Oh it's here.

#

Thanks Unity, please subdivide the graphics settings into 3 different files in 20 different menus!

lilac fractal
#

Oh is that the Universal Render Pipeline Global Settings asset? (URPGS)
Or the PC_RPAsset (Doesn't even have U in the title)

#

It's the second one.

#

Which is not even named URP.

tranquil narwhal
#

I am using Unity 6, let's see

mystic delta
#

@empty path Keep it on topic, please.

prisma condor
#

whats this channel for?

mystic delta
prisma condor
#

Oh alright thanks

slate steppe
#

can some1 pls tell me why i cant scale the material size in polybrush in urp?

mystic delta
#

not familiar what material it uses by default, make sure it's not in tiled mode perhaps.

slate steppe
#

This is what I have

#

And this is the tutorial

hardy rover
#

you can simply create your own tiling with shadergraph

#

There's no tiling option in the default shader that comes with polybrush

#

Look for Lit Texture Blend URP.shadergraph .. double click it, then add this two

#

connect it to the UV of sample texture 2d

oak bough
#

hey guys, I always get this message and I am kind of giving up.. can somebody help me?

#

anybody?

#

please

wet pelican
#

Hello guys. Recently I switched to URP and this lighting bug showed up.
I'm really inexperienced in lighting so I don't really where to even start fixing this.
Could anyone help me solve this issue?
As you can see the jaggy lighting on the red capsule and the werid artifacts on the cube model

wet pelican
#

Btw I'm usingg the default values in the Urp asset

cyan talon
desert vault
#

Hi, i've been trying to get decals in URP, but the unity docs says i need to add a render feature to my URP renderer. when i try to, there's no such renderer feature available (only ambient occlusion and render objects are there)

#

how do i get decals?

cyan talon
#

What version of URP are you using

desert vault
#

10.2.2 december 8 2020

cyan talon
#

Well there's your issue. Decals were introduced in 12.0.0.

desert vault
#

oops

#

do i get that from the package manager or do i need to get it from online first

cyan talon
#

Package Manager

#

It might require a version of Unity you are not using though.

desert vault
#

thats what im thinking cuz i cant find it lol

hardy rover
#

URP 12 needs unity 2021.2 at least...

oak bough
cyan talon
oak bough
#

you mean like this?

cyan talon
#

Now click on the renderer, you should be able to add the decals render feature in there

#

@oak bough

oak bough
#

which renderer do you mean? I've still have this message when I open the decal projector

#

my Material

cyan talon
oak bough
#

Wow! Thank you 🙂

fossil junco
#

why wouldn't dynamic batching work on Android? I am sure my object meets all requirements, and it does batch them on editor. But on build, it doesn't. Frame debugger complains that GPU instancing isn't enabled on material? Why could that be?

lethal jolt
#

Any1 has a clue why the URP create z-fighting shadow polygons when set to deferred rendering instead of forward rendering? Forward works fine, but limits the amount of lights i have on a model

lethal jolt
#

it gets even worse when loading a quake map which has a full lit but small level. Only occurs on the deferred renderer

grizzled iris
#

I'm not sure if this is the right place to ask this, but im looking for some guidance if anyone is familiar with SRP batching.

Im using custom render features, and I am manually drawing some meshes using cmd.DrawMesh. Is there any way for me to hook into the SRP batching pipeline? Or at least still use the draw mesh methods without unity having to call SetPass each time under the hood?

grizzled iris
#

it really looks like there are overlapping faces in those spots

lethal jolt
#

okay, ive set a higher shadow bias value, which made the problem disappear. however its quite obvious that using unity to render a trenchbroom .map file (above image is quake1 e1m1) and using all the pointlights with shadows is not practicable. While it works, i get slight fps drops on a 3090. So if there isnt any other shadow mapping unity plugin (im not aware of one?) which somehow is able to bake shadow maps but update them if the light or any mesh in range changes to get a better performance here, using 500 point lights on a map with full shadowing is a no-go.

#

ofcourse nowadays noone would light a scene as quake1 did. modern ways would be to add a skybox and a sun light, voiding a bunch of lights in the ourdoor areas, but when loading any old map file (quake1-3, half life and its derivates) the way maps are lit is not made for this 😄

merry monolith
#

that quake map issue looks like either z-fighting (extra geometry) or some limitation with active dynamic light sources

lethal jolt
#

the generated shadow planes intersect with the map geometry, thats fixable with the shadow bias slider, which basicaly moves them a few units away from the surface. defenitely only appears on deferred renderer, but thats required for that amount of lights on a quake map 😄

marble vigil
#

Camera's near and far clipping planes being too far away from each other causes z-sorting inaccuracy
Still, I'd triple check that you don't have overlapping geometry

#

It's the problem in 95% of cases

lament canopy
#

My URP Deferred Dither Transparency shader. It looks blurry due to dithering (it is cleaned with TAA). a single layer. so although it cannot be used instead of Forward Transparent
I use this for Deferred Clear coat.

timid vine
#

My 3D projects saw a lot of performance improvement from switching to URP. I cannot say the same for my 2D projects. Is there any performance benefit using URP for 2D instead of plain going standard? If i include lights the performance is actually a lot worse than if i use standard with a third party light asset.

ivory ore
#

i want to glow the borders of my wall so i used a shader and a bloom post processomg but still i cannot see the object glow

#

any idea why??

slate falcon
lofty bison
#

Hey! I've run in to this bug (or feature? 🤔) where some sprites are "responding" to the point light, and others are completely ignoring it. Screen shots to follow:

This first image is a enemy sprite working as expected (hidden until it reaches the light source)

#

And these enemies just show up, ignoring the darkness entirely

#

Figured it out. The enemy that was working correctly was created AFTER I installed urp. The one that was not working was created before and was using the Material "Sprite-Default" instead of "Sprite-Lit-Default"

queen junco
#

Hey guys, how can I make GPU working?
I'm switched to URP and I don't know why, but GPU is seems to be almost not working, while on standard RP everything is working good:

#

This is no URP:

#

This is URP enabled:

#

I have the same FPS, but on PC my game's become more ripped, and you can see that on profiler graphs

queen junco
twilit acorn
queen junco
twilit acorn
#

Shouldn't you be happy about it?

merry monolith
#

you can't have that showing all 0, it's not THAT efficient

uncut shoal
#

I went google. This is an issue that is occured nobody knows why

#

what is basically Semaphore.WaitForSignal? It causes SO heavy spikes in profiler in rendering

#

I am using urp and I have a shader active during the game

cyan talon
#

it's the CPU waiting on the GPU

#

add a GPU profiler and you can see what the GPU is doing

uncut shoal
#

🙁 ok

#

daaamn

#

this hierarchy is endless thou

#

at the end of the list I have these things I hope

#

and how does it help me out?

cyan talon
#

You hope? Just look down the hierarchy and see what's contributing to your frame time.

#

Note that GPU profiling like this isn't the most accurate of things, but it can still help

pallid mango
#

please can anyone tell me how to make a 3d low poly game look good

queen junco
merry monolith
#

you can't have 0.1ms gpu time or you are hiding the real part

#

I mean, even if it's fully empty scene and you'd have the most powerful gpu out there, you'd only get like few thousand fps but that's not possible with any real content anymore

#

and I doubt anyone would try to benchmark renderer's efficiency without any geometry in it

#

or at least hope not because it would be a totally pointless test 🙂

queen junco
#

according profiler, all GPU stuff is moved on CPU, and CPU usage become bigger

merry monolith
#

no, it's not possible

queen junco
#

Maybe using a integrated GPU ?

merry monolith
#

either something is hidden in profiler or profiler doesn't work proper, hence suggesting to click to the gpu module in case unity actually reports why this happens

queen junco
#

And why behavior changes? I mean frames became more ripped, but approximately same amount

merry monolith
#

no idea what you mean by ripped

queen junco
#

This is average CPU usage without URP:

#

this is with URP

#

and those spikes are making a microlags, it's feels when you play in VR

#

90 ripped FPS are worse then 60 smooth FPS

#

timings between frames are become various when using URP

#

and almost same equal without URP

merry monolith
#

you can click on the peaks with profiler and see what causes them

queen junco
#

Yeah I've did it

merry monolith
#

also... never do any serious profiling in editor

#

(in case those were from editor)

queen junco
#

yeah I have experience with profiler

#

I'm just curious what's different with URP in a rendering logic

#

as I know SRP batching is on CPU, that's why I've assumed that's dedicated GPU is not being used actively

#

And that's what's causing a spikes

#

It's a new camera stacking system, but previously cameras was fully on GPU, and now ( using URP ) they are on CPU

queen junco
#

from 1 ms to 3ms

crisp void
#

Is there a way to calculate a value in the Vertex part of a URP Lit shader graph, and use its interpolated value in the Fragment shader?

#

More specifically: I have an algorithm to generate UVs... currently it's done per-pixel, but I'm hoping to reduce the shader workload by doing it once per vertex... because the only inputs are parameters, position, and normal.

#

Or is it one of those "Move the shader graph into a written shader" things?

crisp void
vital condor
#

anyone have any luck with the quest 2 and URP? Im not sure its performing any better than BiRP

empty path
#

Some platforms/libs aren't supported for GPU profiling. Check the GPU profiling doc, it has a list of what's supported and what isn't

queen junco
#

but again, it's profiling on non-URP version of the project

long hill
#

Trying to add URP to existing project that uses Material Property blocks.
Added Package, Created RenderPiplineAsset, assigned it in ProjectSetting Graphics, created a new standard URP/lit material, and assigned it to an object prefab.
However, now when I play the project- none of the instantiated objects change color as specified by material property block changes.
If I remove the RenderPiplineAsset from project settings, and revert the prefab to use the original (standard lit) material- color changes (via material property block), start working again when playing the project.
Does the standard URP lit shader use a name other that “_Color” for the color property? If not, what else could be causing this?

empty path
long hill
#

^ additional tests: I tried _MainColor and _BaseColor to no avail. but I created my own shadergraph- and gave it a color id'ed as "_Color"- and it worked. So not a URP problem - but just the std URP lit material specifically thats not working properly.

crystal nebula
#

Is Virtual Texturing implemented for URP in the current 2022 alpha? Please tag me with the reply 🙂

fossil junco
#

is there any reason not to turn on GPU instancing for every material? Does it have overhead? Working on mobile

#

I skimmed that, but I don't see anything negative mentioned here, so is it all safe to use it? @young escarp

hardy rover
#

if you have only a couple of them, lets say 5- 10 same instanced objects it would bottleneck your cpu instead... The recomended use case for gpu instancing if you have hundreds at once.. such as grasses, rubbles etc

#

Also, SRP batcher doesn't play along well with gpu instancing at the same time

thin spire
#

Hey guys, so I just recently started working with URP and anytime I try to apply a image as a texture to something, it just throws it into a full-white material. Anyone advice? Thanks!

clear sentinel
orchid glen
#

Can I render one of the cameras in lower resolution in URP but stack it on a higher resolution camera base target?

merry monolith
orchid glen
#

That’s what I want @young escarp basically

orchid glen
#

Yes!

#

I see.

#

Thanks.

coarse stratus
#

I'm not sure why, but I'm having some weird issues with textures in my scene, where the quality drastically drops further away from the camera. I'm pretty sure it has to do with Mip map settings, or something similar, but I'm not super familiar with unity, and I apparently can't change the MipMap settings of assets imported from packages. This is what it looks like:

coarse stratus
#

Thank you! I was looking for it in my URP settings, but never found it, so I just assumed I had to mess around with my import settings. Setting it to forced on fixed it :)

#

Yeah, it should be fine for what I'm doing now, but I can eventually migrate to setting it per texture if it causes issues in the future. Thanks again for the help :)

hardy rover
#

Looking at the roadmap for urp

#

very curious about this

#

I bet this would only work on a plain/flat surfaces only, and would not work for wall corners?

twilit acorn
#

Depends on the implementation.

surreal basin
#

What is happening with my shadows? 😮

hardy rover
#

tweak your shadow bias

surreal basin
#

@hardy rover I don't have that option:)

hardy rover
#

Which render pipeline you're using?

surreal basin
#

Universal render pipline:)

hardy rover
#

wait what

#

ah you're using baked

merry monolith
#

baked shadows don't have bias

#

yeah

surreal basin
#

Correct. Do you have any idea why the shadow behave like that tho

#

i feel like it have with my terrain to do

copper pilot
#

Is the shadow map very low resolution in the bake?

void frigate
#

Can anyone explain or toss me a resource that goes over the interaction between the two Base Map inputs in URP/Lit materials? I'm also not 100% sure what Mask and the second Normal Map, too.

wooden kernel
#

1st one is the main base map for the shader, draws the base color

#

2nd one draws the detail base color, is kind of an overlay texture that you can place on the materials to get more... detail

#

Mask will set which areas will be affected by the detail mapping

#

@void frigate

void frigate
#

hmm, that ... makes some sense I guess, that explains why the Surface Input Base Map typically has more white when a detail map exists

void frigate
#

thank you

wet agate
#

in 2021.2 I can no longer create an URP render asset in the create menu

#

where do I do it?

merry monolith
#

@wet agate you can, but there's been some issues with the menu item placement, it shows up in the very bottom on some versions

shell pilot
#

Hi there! I am trying to find a way so I can have a triplanar shader with the terrain painting tools enabled in URP. What I found so far solves either one thing or the other. I have a URP shader graph for triplanar mapping, but doesn't allow to paint textures on it. Any idea about this?

frigid willow
#

Hi! Just a simple question regarding URP and unlit shader graph shaders:
I can't seem to find how to turn on or off back/front face culling. Anyone know a way of doing that?

#

All I could find was turning on/off two sided materials

hard ember
#

Anyone have any idea what I have done here? I imported an asset and this happened, i have removed the asset but not sure how to resolve this:

frigid willow
#

otherwise.., hmm.., maybe reimporting all assets could work? not sure

hard ember
#

i have a save prior to importing but its throwing me the same errors 😦

frigid willow
#

can you try having the save in a completely different folder so no lingering weird files stay?

#

not sure if you're using git or something similar but it would be downloading your repo from scratch in a new location

#

maybe someone knows how to fix the actual problem itself but that's just what I would've done personally when confronted with that XD

#

you would think so.., but this is what I see.., is there another place I'm not looking at maybe?

#

so just to be clear.., What I'd like to do is "flip" my normals to get that classic cartoon outline effect

#

or in this case flip the culling

hardy rover
#

toggle on that two sided.. responding this to your original question

frigid willow
#

ok.., now it's not culling anything I guess.., now what? XD

hardy rover
#

you must flip it in your 3d software

#

I've no idea why you want to flip it tho.. but eh

frigid willow
frigid willow
#

not quite sure what you're asking but it's unlit shader graph

#

hmm.., that's a good point. Maybe I should check the tutorials since it's such a common thing

#

we started off doing it with a manual shader (not shader graph)

cinder kindle
#

It's strange that you only get an option for two sided but no flip

#

I thought it used to be possible

frigid willow
hardy rover
#

no... it's the standard...

cinder kindle
#

Yeah might be. Check your package manager for URP version and SG version

frigid willow
#

10.5.1.., changelog has a recent change from this summer (this is referring to shader graph)

#

*looking it up in package manager as well

#

ooh.., so four months ago it wasn't possible? Sounds like an easy fix. I'll poke the rest of the team about it then 🙂

#

thanks

#

although.., I might be out of luck anyways.., there's an updated version for our choice of Unity (10.6.0) but it doesn't contain any mention of fixing this issue >_<

#

we're on unity 2020.3.13f1 and it's not likely they're going to change unity version just because of this

#

probably going for hand-written shader or maaybe checking out amplify shader editor again. But thanks for the help people!

frigid willow
hardy rover
#

I honestly forgot, with those text walls 🥲

frigid willow
#

hehe no worries 🙂

limpid spire
#

Just make sure your Normal Vector Node is set to object space since that is what the vertex output expects.

frigid willow
#

Tried that but it doesn't actually cull them (not that I expected it to but it was worth trying at least)

#

But thanks for the input. It does do what I requested but not in the way I really want it to do it if it makes sense ^^'

limpid spire
#

Wait so what do you want culled exactly?

frigid willow
#

The front faces

#

Your examplea surely only flips the normal in the pixel function or do I misunderstand?

limpid spire
#

It flips it in the vertex function. I just set the base color in the fragment to visualize the normals

#

But I don't think its culling. There might be a better way, but you could use alpha clip to hide the front faces

#

There is an "Is Front Face" node you can use to branch in the fragment stage

frigid willow
#

Yeah culling works directly before the vertex function and is based on the triangles vertex index order (clockwise or anticlockwise). At least as far as I understand it

limpid spire
limpid spire
frigid willow
#

@soft lion also pointed this out. Great minds think alike :)

limpid spire
#

I actually thought culling was based on normals and view direction at vertex stage but clearly I'm wrong. Haven't needed to control culling for my project

hardy rover
#

I can see that this flipping normal thingy can be used in VR games

#

perhaps it's commond thing there, I don't know

frigid willow
#

It's like on of those early optimization tricks like early depth culling, stencil buffer shenanigans and so forth. I've mostly used culling for outlines and the occasional masking trick together with the stencil buffer

#

It's used heavily in Mario galaxy. I totally recommend diving through some let's plays and looking closely at shadows and other shader tricks in that game :)

limpid spire
#

Yeah, so after some digging it sounds like there is no way to switch to cull front in shader graph. Hopefully they add a checkbox to the graph settings like you were expecting.

frigid willow
#

Too bad. But thanks for the digging @limpid spire !

merry monolith
#

From new OculusXR package:

#

the real question is... how is Oculus going to maintain custom URP package after 2020.3 LTS?

#

I actually don't expect them to... it's pretty impossible task considering URP is part of Unity Core on 2021.1+

tough finch
#

Hi, I'm trying to make the background from my game transparent (so that I can capture it in OBS and use it as an overlay with the allow transparency setting), I've tried setting the background to a color with alpha to 0, as well as disabling the volume to no avail- is there an obvious setting that I'm missing?

cunning goblet
#

is urp / hdrp required for console game builds, or will the standard pipeline work?

merry monolith
#

all of them work for consoles, including built-in

#

only exception is that if you consider Nintendo Switch as console then that one is only supported by built-in RP and URP

#

@cunning goblet ^

cunning goblet
#

Thanks, saw urp had a section for PS5 etc. Couldn't find anything on it.

proper tree
#

hey, anybody know how to exclude an object from the fog directly in the shader graph ?

frigid willow
proper tree
#

this fog

frigid willow
#

what kind of shader graph are you creating? I think unlit has the fog off as default?

proper tree
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i am using a lit shader graph

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and i need that my object can receive lights

frigid willow
#

I don't know @proper tree. It's probably not easy to do it that way.., It might be easier to turn off fog completely and instead have your own shader graph function for custom fog that you have total control over

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alternatively make an unlit shader and roll your own lighting in it (although the fog alternative sounds easier)

proper tree
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yeah, i was thinking to create an unlit graph wich can receive light info

frigid willow
#

It's not super obvious to get light information in unlit btw.., I had to do custom code for it

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I'd contemplate creating your own fog instead

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but what do I know.., I haven't actually tried that. There might be weird cases with that as well

proper tree
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i have tried but i had some weird issue, and i don't find any paper wich explain how to do it

frigid willow
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yeah doesn't sound like a fun problem. Hope you find some nice workaround

proper tree
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i hope too, if i find something i'll tell about it

placid laurel
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So light cookies shipped but not forward+ eh.

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I am surprised cookies did at all considering they were just as broken as forward+ in beta.

halcyon fulcrum
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I just added URP and the 2D stuff and all that

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and I can add 2D lighs

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but they have no impact on my sprites whatsoever

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oh it didnt upgrade materials

vague cove
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Does someone know why i dont see this

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but just this

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I'm new to Unity so I have no knowledge of it and after an hour of trying how to change the render type to overlay I went to watch the tutorial and found that I was missing this option

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IM trying to do camera stacking

vague cove
#

i have but mby i need to somehow put it there or i dont know

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but its still same

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@young escarp any other ideas why its not working?

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okay thank u

gilded urchin
#

does someone have any idea why this weird artifact happens? (the weird spots on the surfaces)

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nvm figured it out

mystic crescent
#

Hello. Is there any reason why emission wouldn't be contributing to bloom? I have a simple cube in my scene with a basic URP/Lit shader and the emission intensity cranked up to 10.

I have a bloom post processing volume set to global, and my camera is receiving post processing effects. If I increase the bloom intensity I can see the changes reflected in scene view, but no matter how high I increase emission, the bloom doesn't apply to my cube

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Bloom intensity increased, and emission intensity at 10 (so you can see the object does contribute to bloom)

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Emission intensity at 600, no different. Same thing happens if I set emission intensity to 0

knotty forge
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i watched some tutorial from 2019 for urp and when i created my urp asset everything turned pink.... can someone tell me how i can fix that?

mystic crescent
knotty forge
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i saw that in the video too but in Edit there is nothing called Render Pipeline

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thats why i am so confused

mystic crescent
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make sure you have the URP package installed and updated to the latest version. You can find it in Window > Package Manager

knotty forge
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yea i have the latest version installed

wise grail
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Does post-processing on URP without any active volumes still consume resources?

lament canopy
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URP SSR and Deferred Clear coat (full Deferred lighting) shader

mystic delta
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@young escarp No reaction gifs, please.

delicate trout
#

Ok. I have this error:

Library\PackageCache\com.unity.render-pipelines.universal@12.1.0\Editor\UniversalRenderPipelineAsset\UniversalRenderPipelineAssetUI.Drawers.cs(109,138): error CS1525: Invalid expression term ')'

Anyone know how to fix that?

mystic delta
delicate trout
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I tried that. It didn’t work.

delicate trout
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Let me check.

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Which it is. God, that’s dumb.

delicate trout
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And good news, it works!😃
🤨but every shader is being renedered an error.
The solution is to save the graph and it would be viewed properly. Anyone got any silver bullet solutions or one to reset them all?

peak agate
#

anyone have any idea why my shadows are glitching and pulsating so much? i will send over any settings that you need, just ask

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also tha water is wip :D

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this happens if i increase shadow resolution

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tried a different model

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same

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the edged of the model are bleeding through light

mystic delta
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@peak agate One fix is to set in Lighting for the object Shadows to Two Sided.

delicate trout
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Now with all the shaders dealt with, now I’m wondering why all my UI shaders are being viewed as black squares. Help!

winged peak
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Hi, I've been looking for resources to get toon/cel shading to work on 2D sprites through the URP but I've had very little luck getting it down. I followed a couple tutorials in 3D and tried to apply them to 2D to no avail. any help with this would be greatly appreciated.

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To be clear about my goals, I have it working in Godot like so:

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I'd like to make a shader that'd create a similar effect to this. I got this by adapting a toon/cel shader to my own needs, so that's the direction I tried to take with Unity as well.

wicked trellis
hardy rover
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its in the beta

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2021.2b

wicked trellis
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Ah right 🙂 We're only using the LTS versions. Thanks for the help

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Nice, I'm not sure we will be going with a non LTS version, but I will discuss it with my team. Might be worth it depending on the updates. Thanks

delicate trout
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Someone? Help? All my UI shaders are fucked. how do I fix it?

pastel ice
#

hey guys, quick question: what is "CR" in context of graphics tablet?

thick wagon
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how can i make the scene render at one resolution but display at another resolution?

merry monolith
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@thick wagon there's a scale value on urp asset

lucid nymph
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anyone knows how render objects work, please help

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I've watched the brackeys video and unity's tutorial, didnt help

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tried almost every combination

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my guns are not clipping through walls anymore, that's great BUT

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I can see the guns outside the container

lucid nymph
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ok so I've kinda found a workaround

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but I still have no idea how NOT to render the barrel of the gun before the wall

marble vigil
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Find an up-to-date tutorial

empty path
ripe pumice
#

is there any way to trigger the converter on just the selected materials? the new ui is completely useless for this, since it doesn't sort by path and is too small to show more than 10 items at a time

potent raptor
#

Hey guys. I am currently helping another student with a "Render Sort" problem. We have a scene with sprites, meshes and a terrain with grass details.
At one point there will be a Sphere which should be rendered on top of all other elements. We have solved this by applying a transparent material to the mesh and then sorting the rendering order with "Sorting Groups". That works.

Now my problem:

The terrain behaves differently.
If I use the transparent mode with the "standard shader" it won't render at all in game.
I've tried a custom transparent terrain shader, but that does not get affected by the "Sorting Group".
The same goes for the grass. Here I am using a custom mesh game object which also put in a "Sorting Group". But here nothing seems to work.

Do you have any insights on this?
Why does the terrain just not render with a transparent setting?
Why does the grass mesh, no matter what material I put on it, not get affected by "Sorting Groups"?
What other options do I have to affect the order of rendering?

empty path
# potent raptor Hey guys. I am currently helping another student with a "Render Sort" problem. W...

Terrain is different from normal meshes, many things that work on a mesh don't on terrains, same with grass. As to why or how to go around it while retaining the terrain, I don't really know 😄

One rather drastic workaround is to convert the terrain and all details to meshes. You can use an asset like Terrain to mesh 2021. You can split the terrain into any amount of meshes, with the same textures/look and so on. Not free though. You can also do it yourself, or find one online -- might need workarounds though to work on URP.

potent raptor
#

Here is another Caveat: We ar working on 2019.2f. Hehe. Lol.

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It's a very messed up situation.

empty path
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asset says 2019.4 and up is supported. Maybe as a last workaround if all else fails, try upgrading your version as required. Although to be honest, not sure why you'd use URP back in 2019. A lot is missing 😄

potent raptor
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Not my project. I hopped on to help on VFX way later.

empty path
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Yeah, the terrain is somewhat of a mess in unity. An upgrade is long overdue. Recently I was surprised to find out motion vectors don't work for instanced meshes, so all terrain grass and trees don't have motion vectors.

TAA didn't like that, and I ended up with crazy ghosting and blurriness 😄
HDRP though. URP yet to get TAA. I think instancing is part of core though so applies to both.

potent raptor
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Do you know about other solutions to affect the Rendering Order? I think I am going to use two cameras and render them together, as it is really just one element that needs to be atop of all others at a certain point. Thanks for taking the time to answer ^^