#archived-urp

1 messages · Page 25 of 1

merry monolith
#

I guess one could do some comparisons between the two, setting same draw distance and resolution and compare

#

different cascade settings change visuals dramatically on my end

iron compass
#

your max shadow distance + map resolution will determine the may achievable sharpness of a shadow

solemn zodiac
#

first DDGI probe baked, 3 bounces, no accumulation, so that's next to look at 😄

leaden granite
#

i just opened up my project and the GI just started baking by itself and now its not responding. the lighting is not set to auto generate...

#

wtf

#

opened up this porject hundreds of times and this never happened before

merry monolith
#

I've had that on recent Unity versions... it does it for me on every launch if I keep baked gi enabled

#

super annoying, would love to know the root cause

#

should probably file a bug report (unless there's one already)

hardy rover
#

this bug exists since 2021.2b

clear sentinel
#

Is there any good reason not to enable GPU instancing for a given material? Does it have more overhead in the case where you're only rendering a single or a few copies of it?

fossil lily
clear sentinel
fossil lily
placid laurel
fossil lily
placid laurel
#

Alright. I thought you wanted to say SRP batching instead.

fossil lily
solemn zodiac
#

200 samples, 36 rays per sample, running at 300+ fps

#

also on 1070, brother tested for me just the screen tracing on 3070 got 240+ frames on 917k rays each frame, vs 60-80 on 1070, so you can do your calculations 😄

#

still gotta do the visibility/occlusion tracing which shall be 4 times the amount of rays but no bounces so will see how that will go

placid laurel
#

I want to learn the basics of URP.

placid laurel
#

is there a way to exlude materials from a list like this: Renderer[] rs = GetComponentsInChildren<Renderer>(); foreach (Renderer r in rs) { materialList.Add(r.material);// }

#

I'm getting this error Material 'Sprite-Lit-Default (Instance)' with Shader 'Universal Render Pipeline/2D/Sprite-Lit-Default' doesn't have a float or range property '_is_selected'.

rain tangle
#

Just a heads up I got tripped on kind of a nasty bug for URP in WebGL - that makes some or all of your meshes seemingly disappear.
https://issuetracker.unity3d.com/issues/webgl-urp-mesh-is-not-rendered-in-the-scene-on-webgl-build
https://github.com/Unity-Technologies/Graphics/pull/6343

#

I confirmed the fix worked for me

olive hill
#

I have URP project and don't see an option to create a PBR shader. Has this been removed?

solemn zodiac
merry monolith
#

@olive hill there's no separate PBR shader graphs anymore. In past the idea of PBR SG's were that you could use them on both LWRP and HDRP as there was no SG target stacking back then (like there is since version 9)

#

in fact, since the current system lets you swap the target and shader type inside the SG, it's not even that important anymore which option you start with as you can change this from the settings anyway. you can think of the current menu entry as some template for the type of SG you want to do but it's not forever bound by the initial selection

olive hill
#

Thanks @solemn zodiac and @merry monolith

olive hill
#

Is there a way to use your own shader on Terrains? I want to blend textures based on height and normals.

vivid verge
#

Anyone knows how to turn off Pixel Perfect/Pixel Snapping in Unity 2021.2.4f1?
(there is no Pixel Perfect component on camera)

warped skiff
#

Would I be able to make my own 2d renderer with a renderer feature?

#

I don't like the 2d renderer that unity made

copper pilot
#

Me either

#

I don't use it for my 2d stuff at all

merry monolith
#

it's not all correct shading wise as URP SG's lack certain options

merry monolith
boreal lantern
#

I removed hdrp from my project and installed urp but now when I create a material it just makes a standard material and if I switch the shader to urp lit it is pink what do I do??

merry monolith
#

@boreal lantern create URP asset and assign it to your project settings->graphics (and also make sure you don't have HDRP assets left on project settings -> quality

boreal lantern
#

ok

#

urp really should have a wizard like hdrp

merry monolith
#

HDRP has that Wizard because it's kinda impossible to manually configure anymore.. URP is still quite simple to setup in comparison

merry monolith
#

I mean some way to check your settings are correct would be nice, not disagreeing there. More of just trying to say that HDRP Wizard was kinda mandatory addition at some point as manual configuration started to cause too much grief for HDRP users

boreal lantern
#

yeah true

boreal lantern
merry monolith
#

sure

#

on camera you can enable FXAA and SMAA, on URP asset itself you can enable MSAA if you use forward path

#

Unity is also working on URP TAA atm but it will probably take a while until thank lands on public versions

#

there are 3rd party TAA assets for URP though

boreal lantern
#

ok any antialiasing is fine for me

#

its in a differnt place than hdrp so I got confused

merry monolith
#

actually postprocessing type AA was also on camera I think?

#

(and you set MSAA on HDRP Asset so that's kinda similar place too)

half veldt
#

how do you exclude an object from motion blur?

olive hill
#

@placid laurel how? I tried copying the existing shaders and they look incredibly complex.

placid laurel
#

Basically you have to create a texture array in your script's OnEnable or something, have it support like 32 layers max. Then you can Graphics.Blit the splatmaps from the terrain data to the texture array every frame. Then from your Lit graph you can sample the layers by index and alphablend or heightblend them however you want.

#

There are a bunch of tutorials for heightblending, it's incredibly simple.

#

And alpha blending is literally a lerp() with whatever weight you pass.

merry monolith
#

doesn't the stock terrain shaders support height blending?

#

or is that still HDRP only thing?

placid laurel
#

Only for 4 layers on URP I think.

#

I was looking to replicate Unreal's terrain material setup so I do it this way.

#

I tested it and it seems when you apply a material that's not technically terrain supported, it keeps it single pass and doesn't invoke it per 4 layers each.

#

My draw calls never increased no matter how many dummy layers I plugged in.

olive hill
#

@placid laurel Thanks 🙂

placid laurel
#

Remember to turn off draw instanced.

olive hill
#

What makes a material terrain supported?

placid laurel
#

I think it checks if the shader uses tangents or something.

#

I mentioned it cause it's technically good.

#

Regular terrain shader uses a boomer approach where they alpha blend the same chunk on top of itself in a new drawcall for each 4 layers.

#

And since my shader is doing the whole splatmap thing in 1 pass, it would be a waste if that happened.

olive hill
#

Hah, you publish it. Sounds like Unity needs exactly what you've created.

latent onyx
#

How do I avoid getting the

"Reduced additional punctual light shadows resolution by 2 to make 19 shadow maps fit in the 4096x4096 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame"

error? My big shadow resolutions are at like 0.01

placid laurel
#

I didn't do much. Just wrote a tiny script that copies splatmaps to the texture array and sets the props on the material. The shader graph is nothing special either.

latent onyx
#

Solution: Don't have 4 point lights in the same area

placid laurel
#

That's technically 16 lights 😛

#

Or is it 🤔

olive hill
#

Think built in volumetric clouds will ever come to URP?

#

Or is HDRP the only choice if you need volumetric clouds?

olive hill
#

Thanks @toxic forum

merry monolith
#

pretty sure we have to be without built-in volumetric clouds at least year or two

#

it could be ported, one user on the forum at least claimed to have done that already

#

but URP's focus isn't on high end features like that

#

@olive hill staff response from the person who implemented HDRP vol clouds should tell not to expect anything on this front any time soon:

upbeat niche
#

yo guys, How can i make my environment looking more realistic😕

merry monolith
#

more realistic assets, add grass, use post processing, add nice looking sky, change to better pbr correct textures

#

@upbeat niche

#

adjust lighting etc.. there's a lot that makes that scene look flat

upbeat niche
#

ah i see, thanks bro @merry monolith

#

dammit i really bad at game design😥

merry monolith
#

that's more of an art issue, but stuff like that just takes a lot of practice and research... just keep at it

#

also not trying to be harsh here, just getting to the point as you did ask what would make that scene look more realistic 🙂

upbeat niche
warped skiff
#

Would I be able to make my own 2d renderer with a renderer feature?
I don't like the 2d renderer that unity made

warped skiff
#

i can't do this with the current 2d renderer

#

Let's learn how to render characters behind other objects using Scriptable Render Passes!

This video is sponsored by Unity

● Download Project: https://ole.unity.com/occlusiondemo
● More on Lightweight: https://ole.unity.com/lightweight

····················································································

♥ Subscribe: http://b...

▶ Play video
#

when an object goes behind something

#

and I can't make my own post process effects with the 2d renderer either

#

which is very important

cyan swallow
#

In newer versions of URP I can use RenderTargetIdentifier ColorTarget = renderingData.cameraData.renderer.cameraColorTarget to get the target for use in my scriptable render pass. In older versions (7,8) I could get _CameraColorTexture. However, there's a brief few versions in the middle where neither method works for the preview window. Does anyone know how to get the editor preview window target?

#

iirc it's about URP 10.5 where the renderer.cameraColorTarget property was added, and so that approach isn't available on 2019 LTS

clear sentinel
fossil lily
clear sentinel
#

So if my game is CPU bottlenecked it's bad. If it's GPU bottlenecked it's good?

fossil lily
#

not just dynamic batching, but other batching like static batching and SRP batching dont work aswell when something is gpu instanced.
now i cant remember correctly if Batcher takes more priority than instancing or not, but editor inspector should show a warning when both static and gpu instancing are enabled

fossil lily
clear sentinel
#

Alright. Honestly for the game I'm working on this should all be somewhat irrelevant I think.

#

But it's good to have an understanding

warped skiff
#

Am I able to use blit with URP?

stuck jackal
#

Anyone knows why does the material alpha not working? The texture is right image. The object is left image
I'm using urp unlit shader graph. Shader has been set to transparent and alpha blend. The image has transparency but it is filled up with the red line

maiden sonnet
#

i have one current project for my work place that might required porting from standard to urp

  1. Aside from material shader, what should i worried for when switching the pipeline (the project have tons of assetbundle with furniture)
  2. Is there option to do 2 different quality of 2 different build of same project (mobile app + render farm app)
  3. Have unity implement any some sort of realistic rendering on runtime on URP? (custom level, room + furniture layout on runtime)
  4. How about material shader, do i have option to say.. simplify on mobile app but have more parameter on render farm app

This is for archviz stuff, it is handover to me so i still learning stuff & need to upgrade it for future
(i dont think i can do urp mobile app + hdrp render farm app on 1 project.. right?)

short badge
#

hi, I'm using URP and I'm making my game for android, for some reason everything works great in the editor and even when I build it in windows, but when I build it for android I test it with nox player since I got no phone, the menu works perfectly on first launch, and then I start the game, but if I click on the menu button this happens, the "play, settings, exit" buttons + the logo that says "Aqua Pura" is also from the main menu, so a transition happens, but it gets stuck on the game scene and the pause menu too

#

and by the way the menu even works you can click the buttons and all and the menu sfx work

#

nevermind it got fixed somehow

solemn arch
#

Hi, I'm proficient in advanced rendering & PBR concepts and implementation, and at first glance, HDRP seems like the right fit for me.
However, its incredibly 'cluttered' and has tons of things I won't use. (For example, I have my own highly custom volumetric scattering solution.)

Would URP be a better fit for me?

#

Wait a second... URP is forward-rendering only?

#

Oh I see... in older versions...

true girder
#

Hello @dry willow ! I've downloaded and opened the example toon shader you linked
and it's proving incredibly helpful. One question that i have is this- in the shadergraph, i see where the additional lights are added in, but when i do the same, the additional lights cast no shadows. I've added both keywords _ADDITIONAL_LIGHTS and _ADDITIONAL_LIGHTS_SHADOWS into the blackboard area and made sure they are identical to the ones in the toon shadergraph. are there any nodes i'm supposed to be putting into the graph itself?

For the record, the Toon shadergraph works perfectly in regards to receiving the additional light shadows!

dry willow
true girder
#

@dry willow super fun story actually it was exactly that and i just realized it about 6 minutes before reopening discord XD

#

Thank you so much for the help!

true girder
#

actually @dry willow another lil question- assuming i wanted to have the additional lights interpreted as a light with two "steps" of opacity instead of the usual single shade that comes out of the toon node, how would you suggest i go about doing that? I tried to break up the output via two step nodes with different edges and then adding those back together, but it had surprisingly no effect.

oak pebble
#

So Overlay UGUI renders about twice as fast (CPU) compared to a Camera-based UGUI based on our profiling on our target platform. So I'm trying to keep the UGUI in overlay, but I can't do anything after rendering it? So I'm basically SOL trying to make a brightness slider in the game options that affects it? Anyone have any clever ideas? I really just need to add a post overlay UI blit but I don't think Unity allows us access to the frame buffer at all.

dry willow
# true girder actually <@!357936113983291393> another lil question- assuming i wanted to have ...

Stepping the output doesn't work as you intend as it's not a gradient. Instead you'd need to alter the custom function. I've used something similar to this in the loop before :

float atten = light.distanceAttenuation * light.shadowAttenuation;
diffuseColor += light.color * (
    0.33 * step(0.1, atten) +
    0.33 * step(0.03, atten) +
    0.33 * step(0.0001, atten)
);

But this doesn't work well when changing the range of the light because of how the distanceAttenuation is calculated. An alternative is to get the distance field & range from the light data directly, e.g. :

void GetAdditionalLightDistanceSqrRange(int i, float3 positionWS, out float distanceSqr, out float range){
    int perObjectLightIndex = GetPerObjectLightIndex(i); // (i = index used in loop)
    #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
        float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
        half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
    #else
        float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
        half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
    #endif

    float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
    distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
    range = rsqrt(distanceAndSpotAttenuation.x);
}

And in the additional lights loop :

float distanceSqr, range;
GetAdditionalLightDistanceSqrRange(i, WorldPosition, distanceSqr, range);
float Steps = 3; // number of bands
diffuseColor += light.color * saturate(1.0 - floor(sqrt(distanceSqr) / range * Steps) * (1.0 / Steps));
// maybe also * light.shadowAttenuation, haven't tested that though

I've also updated the github code to include these examples in comments (https://github.com/Cyanilux/URP_ShaderGraphCustomLighting/blob/main/CustomLighting.hlsl)

green oasis
#

anyone know whats causing this? light map?

true girder
fossil lily
green oasis
#

it seems to be just horrible resolution in the albedo map unfortantly

#

just horrible compression as well

#

im doing thisngs in vr for the first time, what might seem small... isnt small anymore when its literally in ur face

#

@fossil lily

fossil lily
#

problem looks like your normal indeed. either delete it or get a better one

bronze briar
#

How do I make this place have no ambient lighting, only illuminated by the orange lights

remote pawn
#

Hi !
I'm trying to make a shader to dissolve an image, but it does not work as I would like. If I apply it on a plane, it works like a charm.
If I apply it to an UnityEngine.UI.Image, I'm loosing the gradient effect.

Does anybody knows how to fix the issue ?

ocean tangle
#

Anyone able to guide me with shadows in Unity? So I am working on URP and when disabling all lights, there is still environment lighting with shadows. Any idea, how to change those shadows?

clear sentinel
#

make sure you don't have leftover baked lighting data

ocean tangle
empty path
#

If it looks off, place reflection probes that cover the interiors, ending just outside it's walls.

bronze briar
#

I found another way to do it, but thanks

empty path
bronze briar
#

Disable directional light, set the camera background to solid black, go to Window/Rendering/Lighting/Environment and set ambient color to black

#

Although now I wonder how I can make the cylinder in the middle light up, rather than only cast light around it

empty path
#

Emission, maybe

solemn zodiac
#

First volume baked, gotta fix the seams next and then make it fully resizable as some values are currently hardcoded for testing.

#

also push probes outside of geometry could be nice later on 😄

supple marten
#

Hi, I'm not sure if this goes here, but does anyone know where I can get a netural lut file for my game, as I'm having zero luck finding one?

calm veldt
#

anyone know why the Blit scriptable render feature isn't working anymore in 2021 / URP 12?

merry monolith
#

@calm veldt it should work, just not in VR SPI

#

or what you mean by that?

dense phoenix
#

Hi, i tried using the Ambient occlusion on forward renderer and i started having some visual glitch like this

#

also the ambient occlusion appear over my character

solemn zodiac
#

@dense phoenix are you using any custom shaders? not created in shader graph. Then they might not be corretly writing into different passes. If that is not issue try changing when does the AO gets generated and from what source.

#

a lot of updates since "yesterday", all probes now traced in one command buffer(linear performance improvement) for 3x3x3 volume its 27x faster than the old way I made. Also fixed the borders for the probes so no visible seams anymore

dense phoenix
#

@solemn zodiac i Do use a custom shader on m'y character, i'll try changing that shader

bronze briar
#

How do you make a shader graph have an attribute for a normal map, but have a neutral normal if none is inputted

#

Like a default shader

solemn zodiac
bronze briar
#

Thank you

bronze briar
#

Actually, is it possible to have these properties just like a default shader, where you can choose a color/value and a texture?

#

Actually, it's probably fine as it is

#

I was wrong earlier. The terrain is not actually pitch black, which is clear when I tweak the curves

#

So how do I make it actually pitch black

#

Never mind

#

Set skybox material to none

solemn zodiac
#

Volume Size 10x3x7, sampling 10x a second, no dip in performance

crude vale
#

Does anyone know why dont I have the Upgrade materials to URP button? (I even dont have the Universal Render PipeLine tab).

#

URP is installed, I ensured that right now.

dense phoenix
solemn zodiac
dense phoenix
#

hmmm so i guess i need to upgrade the whole project to 2021 to be able to use newer version of URP

solemn zodiac
dense phoenix
#

is there other way to get some sort of ambient occlusion without using the renderer feature?

solemn zodiac
#

If your game world is static you can use lightmapping to achieve some sort of ambient occlusion

#

or if you are using external meshes you could paint AO in vertex colors aswell.

dense phoenix
#

ok those are good option I could look for thank you!

solemn zodiac
# empty path What is that?

I am working on my own kind of DDGI/Illumination inside Unity, using DXR to raytrace the probes, store them into Irridiance map, and then sample values on the world geometry. Now testing the reverse function to find which 8 probes surround the point in space which will be PixelWS position which will be used to sample and light up the scene.

empty path
solemn zodiac
terse spear
#

i need help i bought unistorm which is a day light cycle with rain and stuff and my particals like snow and rain when thay fall down the sky are pink

solemn zodiac
#

this aint feeling right

solemn zodiac
merry monolith
#

that just sounds like setup issue but if you've gone through the docs that assets provides and are sure you haven't missed some step, I'd ask in the forums. Unistorm has it's own thread there

#

@terse spear

solemn zodiac
#

My sampling is hella off hmm, got a somewhat trilinear sampling working but this still seems off

unreal hawk
#

hi ...
does vfx graph just working on Vulkan on mobile?
or can we use that on glES 3.x ??

solemn zodiac
#

well, it works kinda well on other objects, but now I gotta figure out how to pass it actually as GI to shader.

eternal stratus
#

hi, I've been having a problem with my project, it only renders shadows when i'm near to it, any help is highly appreciated

solemn zodiac
eternal stratus
placid laurel
#

Why do lines get aliased on my quad meshes despite MSAA set to x8?

#

Only setting render resolution scaling to x2 fixes it.

solemn zodiac
placid laurel
#

Yeah.

terse spear
#

I dont have any volumetric clouds they dont appere anymore in unistorm any fix?

solemn zodiac
placid laurel
#

Yeah.

#

Oh wait, it was untoggled for some reason.

#

Thanks.

sinful sapphire
#

Anyone had much experience with URP's 2d renderer? Certain mobile devices are giving me a complete black screen (UI is visible and correct color), I assume this is lights simply not working.

#

Using the latest URP (7.5.3)

solemn zodiac
#

so not the worst result, also not using occlusion texture which haven't yet gotten to bake so there is a lot of bleeding through the walls

sinful sapphire
#

Okay turns out I package manager does not work like I thought it did and URP is far beyond version 7.5.3, so hopefully thats the issue

solemn zodiac
#

The volume is 14x10x18 and performance is pretty good(its also sampling 5x/sec, 1000 samples), toooooon of artifacts which I will try to clean tomorrow with occlusion map... if everything will go alright I will look at cascades so it can be used in open world yey, also its using renderer feature to overlay the scene so it does not need a touch in shaders.

#

and yes my border fixing compute shader is broken when using bigger volumes hmm

solemn zodiac
#

borders fixed, there is weird issue in CS where dividing floats gives offset values, so had to set each value to uint and borders are fixed yey

solemn zodiac
#

on gtx 1070... FPS dips when moving are CPU sided because of not enough checks so RenderTexture is being created every time I move the volume, and also the probe positions needs to recalculate on CPU for the Instancing of the debug probes. + Editor grrr 😄 updating in InvokeRepeat 20x/sec

#

I can run it every frame, but there is some problem with RayTracingShaders which literally destroys my GPU, often throws and Read and Write error from time to time, seems like it does not wait till the Compute Buffer finishes and when new frame comes it tries to do all of it again, which in turn crashes editor and whole gpu shuts down for a second lulw 😄

tame wyvern
#

Hi, I have a question: how can I add **lights **to UI when rendering with Canvas Render Mode: **Screen Space Overlay. **

#

As you can see in the photo, lights in materials are not displayed with this type of rendering, so the icons in my UI are very ugly, like very planes

#

I know, with Screen Space Camera rendering mode, lights are displayed in icos, but it conflics with a Volume object. Any idea to add lights to UI in this rendering mode?

mortal furnace
#

Has anyone use StructuredBuffer with instanceID index in URP shader?

solemn zodiac
mortal furnace
mortal furnace
solemn zodiac
mortal furnace
#

I just can't understand what to use (all i try just not work), there is pure StructuredBuffer, instanceID inside structs, instanceID inside vertex shader param, unity's built-in macros...

solemn zodiac
#

You can define Structured buffer anywhere outside of the functions, and if you pass data from C# you can use it in shader

#

Getting value from buffer is just instanceID

mortal furnace
solemn zodiac
#

If you are going to use Shader Graph setup this Keyword, this enables instancing as just turning instancing on the material is often ignored

mortal furnace
#

ok, i'll try with shader graph, which is much easier then writing it by hand, but still. What the proper way to write it by hand?

#

i mean what i need in shader to access unity_instanceID ?

solemn zodiac
#

not rly sure, most of my shaders are using Shader Graph :/ but I think its always there, its just 0 as default if Instancing is not enabled

mortal furnace
solemn zodiac
mortal furnace
#

oh, ok, thank you

#

hmm, i've got this error in shader

solemn zodiac
#

Shader graph?

mortal furnace
solemn zodiac
#

so to get it working you wanna setup instancing with

#

function after that

#

then if you are accessing unity_InstanceID you want to use UNITY_PROCEDURAL_INSTANCING_ENABLED

#
GitHub

Exploring Unity 5.6 InstanceIndirect Method to render large numbers of meshes - Unity-InstancedIndirectExamples/InstancedIndirectSurfaceShader.shader at master · tiiago11/Unity-InstancedIndirectExa...

#

its for CGPROGRAM and Built-In but most things haven't changed

mortal furnace
#

ok, i'll try, thank you again 🙂

solemn zodiac
#

your welcome, hopefully it will get you on track doing some cool stuff 🙂

mortal furnace
#

long story short i'm trying to make my artist happy 🙂

mortal furnace
#

so working with instanceID possible with only Indirect method variant? Not with DrawMeshInstanced?

solemn zodiac
#

Haven't tried that one yet so can't tell

solemn zodiac
#

dont think it should ever get this big per single cascade but performance testing first... SSR now grabs illuminated scene so GI is now visible in reflections... And lastly I made it so I can set how many probes samples per Update cycle, so the whole volume is not sampled at once, instead set number of probes get sampled and moves on till whole volume is on set global sample till it moves into another sample. 25x10x25

unreal hawk
#

hi ...
does exists a solution to get rid of black screen on URP + Vulkan?

hardy rover
#

wut?

merry monolith
#

@unreal hawk vr?

#

But yeah need way more details now

mortal furnace
#

What controls UNITY_PROCEDURAL_INSTANCING_ENABLED keyword in shader? Asking because i have Enable GPU Instancing toggle on material set to ON, but shader skips #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED

unreal hawk
fickle helm
tribal valve
#

Is there any way to make light not do this in corners without baking it?

mortal furnace
solemn zodiac
mortal furnace
empty path
fickle helm
solemn zodiac
mortal furnace
solemn zodiac
#

in shader graph you wanna set it up like this

fossil lily
fickle helm
#

it happens on all my objects

fossil lily
#

I mean the fire

#

It's possibly a lighting artifact

#

Is the scene baked btw?

fickle helm
#

no there are no baked lights

#

@fossil lily Even if i have zero lights it still happens

#

and it goes away when i get "close" to the objects

#

I've had this problem for 5 months... I don;t know whats causing it

fossil lily
#

I can think of only two things now. either the shader is causing it. If you are using a custom shader then it's definitely possible. Another reason could be anisotropy level of the texture. But it's less likely

fickle helm
#

just default lit shader

cunning goblet
#

any known performance issues in 2021.2 + urp 12? comparing perf of the same scene in 2019.4, frame time is consistently 3 ms higher in 2021.2

empty path
#

Just downloaded the boat attack demo for URP, looks pretty nice 😄

#

and it's really fast. It's a shame that many of the nice stuff about the demo are custom and don't come with URP (Water, Clouds).

Looks amazing though.
Really impressed with the clouds, water visuals & physics.

hollow rock
#

does graphics.blit not work in VR?

stuck stream
#

How can I make these trees look better? The small branches with leaves were made using the particle system in Blender; each branch is a plane with a texture on it. As you may be able to see, the shadows are blocky and the lighting hits the trees oddly.

#

I should also mention that all of the branch planes are merged together into one object so the game doesn’t slow to less than 1 FPS.

hardy rover
stuck stream
#

Both are already set

#

Any fixes to help the lighting?

hardy rover
#

the lights aren't broken 🙂 you just don't know how to set it up just yet... Google real quick how to get fancy with those lights.. trust me, it's much quicker to google it

placid laurel
#

I have pink issue with shader how do I fix it ? (I am using 2D) please help me

toxic forum
#

@placid laurel Don't crosspost please.

#

If the shader is not compatible with URP the it won't likely work if it's a custom shader, unless you manually make the fixes in the shader.

If it's a standard shader from another pipeline, you can use the shader converter to have unity attempt to resolve it.

#

How you do that depends on which version of Unity you're using though.

cyan swallow
#

I've upgraded to URP 12, but I've found that now every time I save a scene it unsets all shader keywords on materials in the scene. Is that a known bug? I can't find mention on the forums

#

I just get the error "State comes from an incompatible keyword space"

flint blaze
#

I can not have more than 4 lights visible to the player in URP, no matter what settings I change.

If the player's camera sees more than 4 lights, ALL of them turn off.

If this really the way it's supposed to be?

stuck stream
clear sentinel
#

you can change it to up to 8

#

but if you're using forward rendering, there is going to be a hard limit on the number of lights that can affect an objcet

stuck stream
#

Alright, I went around to a few different channels and it brought me back here. I looked at the tree normals:

#

Clearly it's that at any given moment, only about half of them can actually be facing the direction needed to catch the lighting correctly.

#

I was told to come here, which is confusing since I'm trying to figure out how to make the normals double sided in Blender, but apparently it's a Unity issue.

toxic forum
#

Default shaders in Unity are backfaced culled by default. However you can change it to none to render both sides. Check the material you're using in Unity to see if the option is there.

stuck stream
stuck stream
#

Many of the normals that are facing the directional light are 'backwards', and so the light doesn't calculate correctly for them.

toxic forum
#

Seems like you'll need a custom shader or find one that supports this (maybe specifically for trees). A shader which flips the normal when viewing a backface.

stuck stream
toxic forum
#

I'm on mobile, so not easily. There must be examples online for this though.

stuck stream
#

I’ll try to look around, although I may have to come back here if I can’t find any

stuck stream
#

Strange, I tried a new method where I made the branch objects have two faces (extremely close to each other) so that they both face outwards, and the same issue is happening

#

Maybe they're casting shadows on each other, and since the whole shape is casting shadows rather than just the non-transparent parts, most get blocked out?

flint blaze
hardy rover
#

Quick youtube search leads me to this video with a very detail explanation, so props to the guy, and see why I said the lighting for double sided normals/material has some accuracy issue with the lightings and shadows https://www.youtube.com/watch?v=x4ufs1OzPIw

🚀 Download Core to create games for FREE at https://bit.ly/Core-NedMakesGames

✔️ Tutorial tested in Unity URP 2020.3 & 2021.1

Plants, foliage and vegetation are really challenging to get right! It requires a custom made shader to tackle issues like translucency and wind. In this tutorial, I show how to create a foliage shader in the Unity URP ...

▶ Play video
stuck drift
#

This probably belongs in here!
I'm having performance issues with URP.
I started making my small game in a 3D URP template, but even with nothing in the scene (even set the camera background to a color), i had trouble hitting 10 fps.

Then i made a new blank 3d Core project, moved all of my stuff over, and now i hit 300FPS easily with lots of (primitive 3d) objects.
What is going on? isn't URP pipeline supposed to be ultra performant..

hazy sequoia
#

How long does it take for Unity to respond to a bug report ?

#

I reported a shader-graph bug on URP Decals ages ago and still no contact from them

gentle reef
cunning goblet
#

Urp 12 release notes says reflection probe blending should work. But it doesn't seem too. And the standard vs urp feature matrix says it's still in research. So what's the deal?

cunning goblet
#

Think we missed the setting in the urp asset. Having another go.

zinc tide
#

Some screen shots from a VR project, in Unity URP

steady vapor
#

Fear does not exist in this dojo, does it?

merry monolith
#

@cunning goblet did you enable the blending from urp asset?

#

Ah, this wasnt scrolled down. My bad

cunning goblet
mortal furnace
#

is there a way to get MaterialProperty directly form material without having renderer comp?

terse spear
#

I have a question for unistorm

#

is anyone good with that asset

#

jusr msg me cause my clouds are not showing up

last heath
#

hi, any one know how to get shadow for AR application URP in unity 2021

indigo moon
#

Hey, anyone know how costly it is to change shadow distance in URP? Changing it here and there have no performance cost, but what if I were to change it every frame or every second ?

merry monolith
#

but yeah 5.1.0 is broken out of the box on URP, you did nothing wrong

terse spear
#

So what should I do go on hdrp

merry monolith
#

hdrp has it's own volumetric clouds

terse spear
#

But btw thx your the first to respond and I think it’s 10th time I ask for questions

merry monolith
#

I could imagine this one being the important bit

terse spear
#

Y’a already tried

merry monolith
#

I remember trying 5.1 briefly and it didn't do anything, saw some users reporting the same. didn't bother to investigate back then

terse spear
#

Maybe il just wait

#

Il work on my game and do the skybox at the end

#

See if anything comes up

#

Because I have been on this for about a week

merry monolith
#

@terse spearjust went through the steps on that github document, this is the crucial bit that makes it work:


If you have already imported the URP Support UnityPackage, you can reimport UniStorm from the Package Manager and only reimport the UniStorm Weather System>Materials>Celestial and UniStorm Weather System>Materials>Clouds folders.```
#

he does blame Unity for that but it really is more of a fault on the asset publishers URP support package that includes files that shouldn't be there

#

at least that's how I view it

#

I reimported those two folders from PM and it works now

terse spear
#

I am sure I did that but il try it again I might of messed something up

#

Thx btw

#

Il try after work

#

Would you mind if I msg you privately if I have any trouble with this step?

merry monolith
#

it should be straight forward though if you follow the steps mentioned there

#

one thing I'm not overly fond of about this asset is how the sun looks by default

#

it looks like someone drew that on MS Paint

terse spear
#

Y’a i have fixed that I forgot how tho it something in the project setting

merry monolith
#

there are settings for sun, just baffled it looks like that by default

#

ah, it's relying on specific URP settings to fix that

#

kinda weird but ok, you'd expect it to work without bloom and HDR out of the box too

terse spear
#

Y’a

merry monolith
#

with some tweaks I can make it look like this

mortal furnace
#

can StructuredBuffer be declared as property?

#

or be accessed through Shader.GetProperty...

merry monolith
#

On the shader side, ComputeBuffers with default ComputeBufferType map to StructuredBuffer<T> and RWStructuredBuffer<T> in HLSL.

#

never used these myself

terse spear
#

@merry monolith you right It worked must of messed it up at first thx man

terse spear
#

ya now I have a problem with the sun

solemn zodiac
#

Added a Occlusion/Visibility/Shadow map to probes to prevent leaking, its not quite there yet, from this view it fixed ton, but from a lot of views there are now broken and weirdly lit spots,

hardy rover
#

Anybody knows why all my quads look like a glitchy mess when SSAO enabled? they all blinking erratically

placid laurel
#

@solemn zodiac nice. When are you gonna create a Unity forums thread that you will abandon a year later and vanish like every other GI developer tho 😛

solemn zodiac
placid laurel
#

Ah, so it's already preplanned 🤣

#

Wdym dynamic, you mean no pressing bake in the editor and waiting 4 hours?

solemn zodiac
#

Yeah 😄 but mainly its learning thing, but my FPS project is fully dynamic so I have to create custom GI that will work with my game, plus I hate doing Lightmap UVs. 😄

solemn zodiac
#

For now, after actual work I work again on this and other projects to learn etc. will see what it will be in the end 😄

placid laurel
#

No way Unity will implement dynamic gi just like that.

#

Would be too straightforward for something that was in the dark on the roadmap for over 2 years.

solemn zodiac
#

Well talked to the Unity Staff and they didn't deny it, they just said that if it is gonna be worked on we should get the github update.

#

trying out chebyshew weights, not sure if I got the correct implementation tho, still got some bleeding, but in some areas its a lot better than my own custom weights

oak bough
#

Hey guys, I'm trying to place the decal always on the direction of the arrow on an object, for example on a wall (top). I'm using ray to place it. I've already tried Quaternion.FromToRotation(Vector3.up, ray.point); but that doesn't seem to help. Hope somebody can help me, I'm really having trouble with this one.

oak bough
#

OK solved it, just used Quaternion.LookRotation(ray.normal) 😄

ripe ocean
#

Hello, I have some problems with setting textures through script. I looked into documentation and stole the code, but it does not work. I use:

renderer.material.SetTexture("_MainTex", value ? textureOutlineThick : textureOutlineThin);```

This unfortunatelly doesnt change the texture for object's material. When I look into the game, before its set by this function, The object has the material, which has a title "Outline (Material)", but once this function runs for that object, the material title changes to "Outline (Instance) (Material)", so I guess Unity noticed there were some changes on this material for this object.

The types of material and textures are (in case it matters):
Material: URP/Unlit, Surface type - Transparent 
Textures: Default, Texture shape - 2D

Does anybody find anything wrong?
minor sandal
#

these error show up when i start my game in play mode sometimes

#

its very annoying and i am pretty sure that this started to happen after upgrading to a newer unity version

shell sedge
#

How would I go about updating this shader for URP?

static crest
#

Hi guys, i have founnd an issue with my material after switching platform to android. The normal seems so pixeled after switching. I'm using urp and i'm building for quest 2. Here's before and after switching platform from standalone pc linux to android...

#

any idea on how to correct this?

hardy rover
#

I the anti alias turned on ?

static crest
#

it's deactivated

#

should I activate it?

covert pumice
#

Hey! Is it not possibly to draw instanced with SpriteRenderer?

left drift
#

Hey, sorry to be off topic, but how do you visualise the Halo component in URP? It doesn’t show up for me anymore? Is it deprecated or something?

merry monolith
covert pumice
#

So I'm drawing quite a lot of vegetation I'm trying to optimize by either batching or instance drawing. Whether I click SRP Batcher, Dynamic Batcher, Instanced on materials it doesn't seem to matter. There seems to be some other batching going on as from what I see from Frame Debugger it does "Draw Dynamic" which causes a row of vegetation to be drawn. With the fake shadows it draws like 1/10th of the map in one draw. But with trees it does only one line e.g 1/80th something. Which is interesting as there are still overlap of the trees it draws, so it doesn't seem to be the reason of preventing z fighting. Anyone who got any idea of what is really going on?

sinful gorge
#

Not sure if it's urp related, but I got issues with my font. It looks like there is a line around each character.
Also happens with Ariel

fossil lily
sinful gorge
#

It's an issue with the boxes around the letters. The rest is totally fine

fossil lily
sinful gorge
#

Tmp sounds good to me, but it's an already completed game with 3+ years of development (i just joined in, and couldn't handle the text looking like this), so changing everything and all code isn't an option for me sadly

fossil lily
#

How does the gameobject scale and font size look like?

#

Large font size and very small scale or very small font size and large scale never looks good in Unity Text

solemn zodiac
#

@placid laurel Well it already killin me... Might not even get far enough to put it the forum 😄

clear sentinel
solemn zodiac
#

this does not look like correct weights, but quite nice ❤️ 🧡 💛 💚

spare siren
#

Hi, I was wondering why the option "PBR Graph" was not showing in my Unity editor
I was wanting to follow this Tutorial. https://www.youtube.com/watch?v=gRq-IdShxpU

In this video, we'll take a look at how we can use the Shader Graph feature in Universal Render Pipeline, or URP for short, with Unity to create a water shader! The water shader can be simple or complex, and include the features you desire. Let your imagination get wild in this tutorial, or simply follow step-by-step to get about the same result...

▶ Play video
spare siren
hardy rover
spare siren
hardy rover
#

*BaDumTis....

#

🙂 You can't find it?

spare siren
#

4 some reason google takes me to bing and bing is scuffed

hardy rover
#

Right Click -> Create -> Shader Graph -> URP -> Lit Shader

spare siren
#

wait

#

i dont have it installed

hardy rover
spare siren
#

the yt tutorial says this

warped skiff
#

u didn't follow the tutorial correctly then

spare siren
warped skiff
#

they didn't talk about installing urp?

dry willow
spare siren
ripe ocean
karmic iron
#

Anyone know a good example of MRTs within a URP post-processing renderer? Trying to work out whether I can use CommandBuffer.Blit to call the MRT render or if I have to do something else

grizzled lichen
#

hello i have a question, as you can see here. My water looks great

#

but when i play it, the water look ugly and weird

stone scaffold
#

I don't see any difference

#

Like are you noticing some difference?

#

@grizzled lichen

merry monolith
#

this is one of these "spot the difference" help requests

#

would be nice if people actually wrote in words what they feel is off

#

but I can tell between those images that the top view has shoreline interaction where the angled one doesn't, which suggests some flaw in how the shader did it's depth intersection math

stone scaffold
#

Yeah wow olento

#

Your eyes are pretty good

#

Also your writing is like that narrator from super metroid

#

😂

dry willow
#

Make sure the Depth Texture is enabled on the URP Asset

grizzled lichen
grizzled lichen
dry willow
#

It's probably in your Settings folder in the Project window. Might be multiple for each quality setting.

merry monolith
#

@grizzled lichenif you view the level at the main camera angle in scene view, is the effect still correct?

#

just trying to rule out if it's broken because of the play mode or just because of the different angle to look at the material

grizzled lichen
#

when it play it or see the "Game" tab, its broken

#

in "scene" tab it looks normal

#

here is "Scene" tab

#

here is "Game" tab

placid laurel
#

i don't remember how to fix it

grizzled lichen
placid laurel
placid laurel
grizzled lichen
placid laurel
#

oh,it's not post processing?😅

grizzled lichen
#

i just downloaded the asset from the assetstore xD

grizzled lichen
placid laurel
#

kk

grizzled lichen
#

what should i do to fix it ;/

#

oh wait

#

i enabled depth textures

#

now it worked great

grizzled lichen
thorny fox
#

I have a 2D character with a lightsource and a shadowcaster 2D on it. Is it possible to prevent character's shadowcaster casting shadow from its own lightsource? i still want to it to cast shadows from other lightsources

raven heath
#

So I have a simple transparent plane with a noise texture that is alpha clipped to let some of the light through - any ideas on why the shadows warp like this when I'm up close but stabilize when I'm farther away?

#

It looks like some sort of camera clipping issue but messing with the near and far planes doesn't seem to help

iron chasm
#

Has anyone here successfully used the new Renderer Feature on 2D Forward Renderer to apply a material with a shadergraph to a layer in your scene?

I know it's kind of specific, but I'm trying to create outlines around some of my 2D multi-sprite characters with bones, and this seems to be the most straight forward way to do so. However, I can't find any tutorials on 2D (best one has been this but it's 3D https://www.youtube.com/watch?v=xpVorsE7iOM) and it feels like my Renderer Features on the Forward Renderer are simply being ignored.

Just to test/try to get it to work, I am trying to use the built-in Render Objects feature, to replace a layer with a test material, that has a shader that just takes a _MainTex and turns it red (and works on normal sprites). But just seems to be ignored by the Forward Renderer. Even using the "camera" feature doesn't seem to do anything.

Any clue on what mistake I might be making?

dry willow
empty path
#

I wonder if URP TAA will also lose motion vectors for detail objects, or anything instanced.

#

Like HDRP currently does.

hardy rover
#

they just somehow added this

#

why they think it wasn't important kinda weird to me

empty path
#

Cause URP is amazing 🙂

#

It's not even in or in progress, it's just planned. Who knows how long that'll take.

#

SSR is also under consideration, not planned, for some reason...

merry monolith
empty path
#

Doesn't seem to be the LODfade implementation in the roadmap, it's shadergraph stuff.

#

On a side note, seems like xxxx.1 updates are light updates now. happened with 2021.1 and 2022.1

lament canopy
#

URP Deferred screen space Contact shadow.
I have integrated forward Screen space shadow pass before. I have now integrated it into the StencilDeferred.shader.

iron chasm
#

Wait, I just got it to work... but only on the quad. Interesting. Well, at least its connected in some way

warped skiff
#

is this the best way to get a screenshot in urp?

noble lodge
#

Hey guys, any advise would be appreciated.. I'm stuck using universal render pipeline, I am trying to increase the pixel light count although I cant go above 8 per object in URP settings, so if I put too many lights next to each other they start turning off and on, I'm putting many lights close to each other try give off a fluorescent light source although this is becoming a real nightmare real fast. I honestly thought Unity would have a way better light system than what I'm seeing but I cant seem to find a fix anywhere online and people are talking about that Unity URP will only have a deferred or real-time GI coming at 2023... is this true? Any help or fixes would be greatly appreciated!

lament canopy
clear sentinel
#

And yes, use global illumination.

noble lodge
#

Thank you so much guys I found the fix thanks to your feedback. Much Thanks!

placid laurel
#

what is going on here?

#

The floors corner on the back left

#

why is there a diagonal shadow?

clever bolt
#

why isbt there 2d point lights anymore

merry monolith
#

@placid laurel shadow bias issue?

lament canopy
merry monolith
#

(I really don't have a clue on the shadow issue)

placid laurel
#

I just added a point light and using a pretty default shadergraph shader

pastel lagoon
#

Hi team - been away for a year - wondering if any progress on being able to optimize draw calls for -skinned- mesh renderers, or anything that can help with performance there

#

GPU instancing wasn't supported and doesn't look like it is for skinned meshes.

solemn zodiac
#

Does it look correct? Scene lit by two emissive cubes, sky does not give a lot at this angle of sun

merry monolith
#

@solemn zodiaccan't you just like do baked version for comparison? with hdrp you could just use pathtracing too to get the ground truth image

#

or just export the scene to blender and render it there etc

#

pretty sure there were some offline renderer integrations for Unity too

#

(but they probably don't work with URP)

solemn zodiac
merry monolith
#

yeah the idea was more like, to get a reference you will know is correct so you don't have to guesstimate if the results you are getting on your ddgi are going in right direction or not

solemn zodiac
#

gotch ya, will get that working later

#

Is there any continuous accumulation function? like old one uses samples to correctly sum the all the samples, this breaks whenever the light changes direction, reseting samples then is visually strong

covert pumice
#

Is it possible to set second uvs for sprite renderers?

tribal mist
#

Hi, could someone please explain how to fix this issue with the terrain tree paint tool? "prefab contains no valid mesh renderer" i didn't find anything that could help or i would understand online sadly

shadow rivet
#

nevermind, it was from renderer debugger who does that lol

honest drum
#

Hello I am running a project with URP.
When i edit a scene it looks great. but when i play the game you enter that scene from another. Issue is when i enter the scene from another scene it is very dark and does not look right. now i understand that if i bake it it looks correct. issue is i have a day / night cycle on this second scene and the baked lighting does not look right with that

honest drum
#

any ideas?

fossil lily
#

You can't use baked lights as it is for day/night cycle

#

I'd suggest you go with realtime GI baking over progressive

#

It's available again in 2021.2

turbid star
#

hi so im running the project in urp
so in the editor the graphics are amazing but then when i hit play the graphics changes for the worse

cinder kindle
turbid star
#

white*

#

cause the the maximum quality level for me is high and that is checked with green

cinder kindle
#

White ones are included in a build for that platform I believe

turbid star
#

ahh ok

fervent stone
#

Hello. Does anyone happen to know how to do UDIMs in Unity? Our goal is to use One texture set, but we're using Substance

cinder kindle
#

What's the reason you're limited to one UV set? With UDIMs you would still have the cost of each tile as a separate material

fervent stone
#

The Goal was to have them as a large texture, under one material. We opted to do that, but in one UV Space

blissful kite
#

Anyone knows a way how to make Normalmaps for SVGs?

fervent stone
cinder kindle
honest drum
fossil lily
honest drum
#

Wierd bug

fossil lily
honest drum
#

Right but u still have to hit the back button

unreal hawk
#

does a solution to get rid of black screens on Oculus Quest 2 + Unity 2021.2.x + URP 12.1.2 + Vulkan + Oculus XR plugin (1.11.x or 3.x)???

merry monolith
#

probably some 3rd party addon causing it?

#

that combo works here

gentle reef
unreal hawk
gentle reef
unreal hawk
unreal hawk
# merry monolith that combo works here

can you share your player settings, oculus plugin settings and urp renderpipeline settings??
everything are working great on glES ...
so, i tried with new empty project ... just one cube on empty scene ... but got blackscreen too!!

merry monolith
#

@unreal hawk I did realize I've been using that "experimental openxr" package from oculus integration though, so maybe that's one difference on our setup

#

oh wait, you are not using oculus integration at all

#

but oculusxr should still work, just don't get the fancy manager

unreal hawk
merry monolith
#

no what I mean now is the oculus integration from unity asset store

#

it comes with some extras

unreal hawk
merry monolith
#

I typically only import the "VR" folder from that set and then set the experimental openxr thing from it

#

but I can't remember ever getting black screen even without it

#

with stock packages that is

quiet delta
#

Does anyone know how to make 3D materials?

#

Like I’m trying to make floor tiles and I want the edges of the tiles to go in a bit

merry monolith
#

or well, I guess it's bit off too but there isn't really dedicated art channel here

unreal hawk
merry monolith
#

huh?

#

well... to get the hand tracking, sure it's easiest to just get the asset store package

#

but doesn't vulkan run on both?

unreal hawk
merry monolith
#

with the asset store package? I've def used vulkan with it's openxr version

#

hand tracking works too

unreal hawk
merry monolith
#

@unreal hawkno I mean openxr from that oculus package... go to oculus menu and there's some dropdown that lets you use it

unreal hawk
stuck drift
merry monolith
unreal hawk
merry monolith
#

Yes

#

I specifically use vulkan too

fossil lily
#

which unity are you using?

merry monolith
#

VRX wrote this earlier:"Oculus Quest 2 + Unity 2021.2.x + URP 12.1.2 + Vulkan + Oculus XR plugin (1.11.x or 3.x)"

#

it must be limited to some specific configuration since this is pretty much same setup I've been doing

#

by config I mean something on the project side, not hardware

fossil lily
#

oh right my bad. seems to be working on my end aswell. probably something in the URP asset since i cant think of anything that would affect a new project

unreal hawk
merry monolith
#

hmmm, actually, I did use FFR via oculus api last time I tested and it did work too

#

it was on 2022.1 with URP 13 though

#

(still Quest2 + Vulkan)

magic oracle
merry monolith
#

@magic oracle Switch mode to linear and you can set the start and end yourself

#

I'm now assuming that's what you are asking here since it's not all clear 🙂

magic oracle
#

ye i want to the fog is only in front of the player

magic oracle
#

for example

#

because i don't know how this work ;p

merry monolith
#

just try it, you'll see how it works

#

there's literally just two values to tweak 😄

#

start is the distance where fog starts to appear, end is distance where fog is fully opaque

magic oracle
#

distance from the camera?

merry monolith
#

yes

#

that built-in fog is always camera relative

magic oracle
#

i have 60/61 and i see the cube is a front of me

merry monolith
#

you mean you don't want the skybox to show or what?

#

it's pretty unclear what you are after now

magic oracle
#

wait a second i show you what i want

merry monolith
#

also 60 + 61 is kinda weird setup

magic oracle
#

and sorry for my english but its not good

merry monolith
#

you will not get result like that from this

#

if you put start to say 5 and end to 7 you'll see what I mean... you'll still have skybox showing from the middle though because it's not affected by fog

#

the solution for that is to just change the sky to use single color and use same color for it as your fog is

#

but if you want the round edge like in your mockup image, you have to do your own post process effect for it

magic oracle
merry monolith
#

I'm sorry but I don't understand the question

#

exponential fog setting you use in that screenshot starts from 0

magic oracle
#

look at the walls next to me and floor under me it is not clearly

merry monolith
#

if you want part of the screen without fog, linear mode is your only option with the stock unity fog setup

magic oracle
#

i writed 0/100 and i can't to do floor is absolutely clearly?

merry monolith
#

I really don't understand... :/

magic oracle
#

hmmm

merry monolith
#

if you want shorter distance where it fades out, put way lower value to the end

#

in your mockup image, you had like distance of 5-7

#

not 100

magic oracle
#

i want the floor is look like this

#

not this

merry monolith
#

so how does it look with the values I suggested?

#

5 to start, 7 to end

magic oracle
#

:/

merry monolith
#

no idea then :/

lament canopy
#

1.0x render scale + AMD FSR + FXAA + FRR(2)
60fps

#

I wrote a long explanation on the URP productboard to bring TAA and TAAU to urp. TAA is under development. I tested it yesterday. It didn't work properly in VR (Gray outline). Wouldn't a 1.25x TAAU over 0.75x renderscale be perfect? VR's biggest problem is its resolution, which is too high for image effects.

#

The screenshot above sometimes hovers between 36-60fps.

merry monolith
lament canopy
#

It works on oculus 2.

merry monolith
#

@jovial bane and I tested FSR on Quest 1 & 2 and the end result was that it pretty much didn't give enough gains to justify it. it cost more to run 70% frame with FSR than just rendering it natively when coupled with 4xMSAA

#

FXAA quality was bit hit and miss with FSR

#

in my own testing on HDRP VR on PC, FSR really worked best when coupled with TAA, it gave best visual result there with some extra cost over TAAU

#

and yeah I tested the new URP TAA on VR too, it's not working proper there

#

even on desktop it's quite soft but I'm sure they'll add some sharpen control for it

#

basically the biggest boost you can get on Quests now is if you can use that new oculus application spacewarp and couple it with FFR

#

FSR requires you to enable PP on quest which alone sinks the framerate even it's just sitting there without doing any extra PP effects

#

and I don't really find 60fps acceptable for VR 😄

#

@lament canopy btw can you set FFR to 4 through oculus API? not sure if it's a designed restriction but I could only set it to 0-3 via oculus API, with adb command I could set it to value 4 as well

#

not that it matters because settings 3 & 4 look horrible already, just curious

jovial bane
#

I tested FSR in 16 bit, and ported the mobile optimized version by atyuwen. I measured about 20% performance increase in Quality mode (0.66) but there were a lot of jagged edges, probably needs something like TAA

#

There have been some new commits to the FSR branch recently so maybe things have improved. 😄

merry monolith
#

I've just lost hope on being able to do any PP on quests already 😄

#

but I do want to see TAA+FSR happen on PCVR

clear goblet
#

Now we just do manual fake bloom where we need it

merry monolith
#

@clear goblet basically the only reason for having that hope was FSR and app-SW really... because if they managed to give more headroom, then you could run some extra effects

#

but on my testing FSR on oculus just didn't give any positive gain

lament canopy
merry monolith
#

yeah I did turn it off too

#

it accepts the command but OVR Metrics Tool still reports it's using level 3 regardless

#

it feels intentional

clear goblet
#

Given the nature of tile renderers and VR in generall I dont think anything will make it possible for pp to run effectivly

merry monolith
#

on quest, yeah would agree (on PCVR there are real gains to be had with both FSR and TAAU)

clear goblet
#

Recently we got reports that our pcvr game was having frame stutters on vega, but I have no way to test that. I wonder what is going on

merry monolith
#

there's always a way to test it ;D

#

just bit pricy on todays gpu market

clear goblet
#

Yeah I just nees to get a amd cpu with the build in vega

#

Since that is the issue

merry monolith
#

you have multiple reports for this or just single user?

clear goblet
#

Single user

merry monolith
#

always possibility it's not even widely spread issue on amd then

#

you know about the new'ish frame profiling tools in Unity you can run on actual builds too? could use some of that to log things there I suppose

#

it's bit like finding a needle in haystack that way though, would be just easier to attach profilers directly there and visualize the issues

#

altho the new things are probably 2021.2+ and if you have shipped PCVR game, I guess it's very unlikely to use that new version...

copper pilot
# magic oracle 5/7

How big is your scene? If your scene is larger than expected, you need to increase the distance values.

magic oracle
copper pilot
#

Because fog is based on the distance from the camera, and the camera is at some distance from the floor. If the distance from the camera is smaller than the minimum distance for your fog... it will have fog on it.

magic oracle
#

hmmm, can i get this effect?

magic oracle
copper pilot
#

Increasing the numbers in the fog doesn't do that?

merry monolith
#

it should work like that but I have no clue what's going on there

magic oracle
copper pilot
#

Like I said, it depends on how large your scene is.

#

But generally, 'bigger than the numbers you have now'

merry monolith
#

maybe the scale is totally off there, which makes it more tedious to find nice numbers but all in all, just tweaking the start and end figures should work just fine

magic oracle
#

it is 0/150

copper pilot
#

If you use zero for the first number, there will be fog everywhere.

#

You want to make that number bigger, not smaller.

magic oracle
#

100/150

#

:/

copper pilot
#

What's the face? It is doing what you said you wanted, isn't it?

merry monolith
#

he wants the fog to fully fade at the mid point of that tunnel

#

which is totally doable, just by tweaking the values

magic oracle
magic oracle
merry monolith
#

but instead of trying the values, the expectation is that we give magic values from here, without knowing anything of the scale of that scene

#

just make the start and end values closer to each others

magic oracle
magic oracle
magic oracle
#

90/95 and again my floor has fog on it

merry monolith
#

so the floor is like really far away then

#

and you have some weird field of view that makes it appear that the end point is far away?

copper pilot
#

Yeah, it seems that the scene is ginormous and oddly shaped compared to what you'd expect from the visuals.

#

I suppose you could use a custom fog

#

But if using that fog is giving you this much trouble then that might be tricky

#

You could also just fake distance fog by making the textures fade along that axis

merry monolith
#

could yes, that would just be a plane with transparent shader graph material that fades with depth info

severe pivot
#

I'm using URP and when i bake, i can see lines

merry monolith
#

@severe pivotyou mean the banding?

severe pivot
#

Banding?

#

Oh

#

That's what it's called

merry monolith
#

when you see such thing it's typically a limit on either the buffer that stores the lighting, how it's rendered or display showing the final image not having enough precision for the colors so it truncates and looks like banding

#

@severe pivot in your case, it probably boils down to either how the lightmap is compressed, or some other lightmap related setting

severe pivot
#

I'm using default settings

#

Btw, some lights turn off when i add more then 3 lights

merry monolith
#

is the banding really issue on actual scene?

severe pivot
#

Anyway to extend that?

#

What do you mean?

merry monolith
#

or was that like zoomed in from actual scene screenshot?

#

I can only see darkness in that shot

#

I'm sure the default settings are dialed to some compromise for small size rather than absolute high fidelity on that dark scenes, which is probably the reason why you see this

#

typically most scenes are fairly well lit

severe pivot
#

No zoomed in

#

Oh btw, i just do lighting for a horror game

merry monolith
#

if you set this compression to none / disabled, does the banding go away?

#

this will give you extra RAM cost but could help on finding the root cause

hardy rover
#

it caused by downsampling I think

merry monolith
#

also if you mix that scene with actual surface materials, lightmapping imperfections wouldn't be that noticeable on it

severe pivot
#

Still same

merry monolith
#

when you just have perfectly smooth walls like that, all other issues are easy to spot

severe pivot
#

Right

#

So what else i could do?

merry monolith
#

@magic oracle this is how it should work if your scene is setup with default values for camera and world scale is set proper:

#

@severe pivotyou tried unchecking this?

severe pivot
#

@merry monolithlet me try

#

doesn't work

magic oracle
merry monolith
#

basically your floor is as far away as the end point of that tunnel, so they all get fog from same distance

#

you want the floor to be closer to camera to get that kind of effect

severe pivot
#

I just realized something

#

The lights are banding and it's not baked in

#

Realtime banding

magic oracle
#

look this

merry monolith
#

your camera is like 100 units above the floor there

magic oracle
#

when i looking a little up floor 1 meter at the me has fog

magic oracle
#

in this video

#

xD

merry monolith
#

you sure? because it doesn't look like it, maybe your objects parent object is scaled and you just see the child's relative values as one

magic oracle
#

i will try add a new plane there where is green floor and check

#

it

merry monolith
#

make sure to add the new plane to root of the scene

#

not under existing gameobject

magic oracle
#

okay

#

can i scale this plane?

#

It is 60/65

#

and floor in the same position

#

60/65

#

so is it my floor's fault?

merry monolith
#

huh, same happens on your walls too

magic oracle
#

yes

merry monolith
#

they have different material?

magic oracle
#

because the wall distance at camera is maybe 15/20 units

magic oracle
#

oh

#

you mean the floors?

merry monolith
#

I was more of thinking if it had some translucent materials there

merry monolith
#

whatever isn't working like you expect really

#

basically all your meshes there

magic oracle
#

the main floor has another materials from blender

severe pivot
#

Man, I keep getting light bands

magic oracle
#

but it not fault materials because i just changed material my main floor to new and nothing changed

#

xDDDD

severe pivot
#

I heard if you turn on hdr, it will make it better

#

How do you do that?

merry monolith
#

URP asset @severe pivot

#

there's two hdr settings, one for lighting, other for post processing

#

could try both

severe pivot
#

Where is the one for lighting

merry monolith
#

pretty sure the lighting one is enabled by default?

severe pivot
#

Oh

#

Also, why is it light banding in realtime?

#

The bake is not the problem because the light itself is banding

#

point light

merry monolith
#

could be many things, also what you are doing there isn't really the intended use for this

#

but you could still find values to tweak that would fix it, or you could just enable dithering from camera to hide it

#

(not sure if that option was on older URP versions)

severe pivot
#

How do you do dithering?

merry monolith
#

open camera component, there is a checkbox for it if the option is on your urp version

#

@severe pivot I'm on bleeding edge URP atm so I don't really know what is on the older version

severe pivot
#

Bleeding edge urp?

#

I'm using 2020.3

merry monolith
#

I mean, I'm using 2022.1 and URP from github repository.. not something users should normally do

#

2020.3 is a good pick for production

#

here's a dithering example

#

it's bit overexaggerated example but you get the point from it

severe pivot
#

I see no difference tho

#

btw, how do you do hdr for post processing?

merry monolith
#

there should be section for it at the bottom of that urp asset

severe pivot
#

What urp asset?

merry monolith
#

also make sure you actually tweak the right URP asset if you have multiple

severe pivot
#

in camera settings?

merry monolith
#

in your urp asset

severe pivot
#

Oh

#

In settings?

merry monolith
#

also if you started from URP workbench template, you probably have three different urp assets there, one for each quality level

#

so make sure you tweak the assets you want to use

severe pivot
#

I'm super confused

merry monolith
#

it's confusing alright

severe pivot
#

Where is the urp asset

#

Could you show me a larger screenshot

merry monolith
#

you should be the one to know where it is in your project 🙂 but you can find the references to these in your project settings. there's two places there:

  • graphics settings, this is where you always have some SRP asset assigned with URP
  • quality settings, each quality tier can have it's own SRP asset override and URP workbench template does put these overrides so you'll actually have 3 different URP assets if you started from that one
severe pivot
#

wait wait

#

These?

merry monolith
#

so I do stress that you are not required to have the SRP asset overrides in Quality settings

#

yeah, probably, they've shuffled the icons so it's not immediately clear which type of asset you are looking now

#

but it looks something like that

severe pivot
#

ooh

#

I see

#

no, I don't have a srp in asset

#

So what post processing helps to reduce the banding?

magic oracle
#

@merry monolith so how i can fix fog on my main floor?

severe pivot
#

What effect?

merry monolith
#

@severe pivoton project settings->graphics?

#

if you don't have it on quality settings, that's normal, it's optional

#

@magic oracle I'm out of ideas, could be something wrong with your mesh?

#

but even with incorrect normals, it shouldn't do that

severe pivot
#

I'm in

#

What's next?

magic oracle
hardy rover
severe pivot
#

@hardy rover how you download it

hardy rover
#

Learn how to use Unity 1st, judging from your conversation above, you're not ready for this type of thing yet...

Either way, just read the how-to in that link

severe pivot
#

Oof

unreal hawk
merry monolith
#

@unreal hawkdon't mind that part, it's not merged in yet

#

I'm just testing it from their WIP branch

#

it's real, doesn't work in VR yet

#

and yes, I want it to work in VR too, especially with FSR 🙂

#

but these things take time

stoic cosmos
#

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.DebugManager.UpdateActions () (at Library/PackageCache/com.unity.render-pipelines.core@11.0.0/Runtime/Debugging/DebugManager.Actions.cs:241)
UnityEngine.Rendering.DebugUpdater.Update () (at Library/PackageCache/com.unity.render-pipelines.core@11.0.0/Runtime/Debugging/DebugUpdater.cs:18)

#

any idea what that error means?

placid laurel
#

how can I achieve mosaic rotation in shader graph? i want to randomly rotate the UV on a texture grid, but I guess the rotation should stay the same for the same UV grid

merry monolith
placid laurel
#

Is there any good tutorials on basic URP lighting?

marble vigil
#

You can also distort the voronoi texture using a noise texture so the cell edges are blended

placid laurel
#

Hmm great ideas! 🙂 I ended up with seeding rnd range with world abs position

merry monolith
#

@royal deltaconsole error suggests something is broken

#

which is why the volume doesn't work either

#

no idea why though

hardy rover
#

restart?

merry monolith
#

I'd close editor, wipe library folder and start again

#

as another topic, this popped up into "under consideration" on urp productboard https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/1154-screen-space-reflection-ssr

Summary

Screen Space Reflection (SSR) is a rendering technique that uses the depth and color buffer of the screen to calculate reflections.

Intended Outcome/Use Case

SSR is an alternative technique to Cubemaps and Reflection Probes to render reflection details of a Scene. Accounting for reflections in a scene improves the quality a...

merry monolith
#

could be something Unity messed up with that engine version then

#

could always roll back I guess?

#

(that has hub link for previous version

#

I don't have 2021.2 installed atm but pretty sure 2021.2.6 was functional for me

wooden nest
#

I'm having trouble with some visuals in my game. I have two projects with the same shader and same version of unity that I want to look the same. The left, which I made from the URP template as a test drive, looks correct. And the right side, which started as a built in RP project that I upgraded to URP, is a little hard to look at in full screen. Both use the unity 2021.2 and the same lambert shader graph. Beyond the shaders and materials, what could be causing the difference and where should I look?

#

Same directional light in both scenes as well

merry monolith
#

@wooden nestdifferent color space on your project settings->player settings?

#

or different tonemapper in scene's volume settings

wooden nest
#

@merry monolith you are a genius.

#

Had to change color space from gamma to linear.

#

it still looks a little off but what a huge step forward.

hollow rock
#

going a bit crazy over this. part of my game involves rendering to a rendertexture and then applying a shader which depends on precise color values. when i run this in the editor, everything works great. when i build it for the oculus quest 2 headset, all the colours are more saturated for some reason and the shader doesn't work properly. anyone have any ideas what could be causing this? in the project settings, it's currently on linear color space

civic sleet
#

same thing happens to me

#

did you solve the problem?

#

I tried hdrp and urp in versions 2021.2.7f1 and 2022.1.0a15.2209 but the situation is the same

merry monolith
#

@royal delta@civic sleetvolume component not showing up is a direct result of some compilation issue (you will see error(s) on console). no idea why that happens for you though. it's definitely not broken for everyone, Unity would have noticed that.

civic sleet
#

NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Rendering.VolumeEditor.OnInspectorGUI () (at Library/PackageCache/com.unity.render-pipelines.core@13.1.0/Editor/Volume/VolumeEditor.cs:124)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass62_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <52e6dc8f9c4f4991bca4c2785a7eb2fe>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

merry monolith
#

just tried it on my end

placid laurel
#

I'm trying to run a ummorpg server and get this error when I build the server.

civic sleet
merry monolith
#

@civic sleet have you manually removed some UI module?

civic sleet
#

These are the errors and screenshots I got.

placid laurel
civic sleet
merry monolith
#

@civic sleethave you tried new project?

civic sleet
#

i installed version 2021.2.7f1 to try and got the same error on an empty project

civic sleet
merry monolith
#

there's been bunch of weird errors like this (not just for volume) for multiple users recently

#

so there's clearly something going on that will break the SRP script compilation on some computers atm

#

these things work just fine on my end but I get it doesn't help you guys

#

just saying it's not universally broken for all

#

your HDRP shot isn't from empty project though

#

I'd get the volume issue if user has like manually installed ui elements or some other ui toolkit as it's probably incompatible with the one that now ships with Unity

#

@civic sleet btw if you start from empty HDRP template, you'd have that volume in scene already

civic sleet
#

yes i know

merry monolith
#

but I did try adding it manually on empty HDRP template and yeah, it works for me

civic sleet
#

still same error

merry monolith
#

they updated .NET on both 2022.1 and 2021.2

#

@civic sleetcan you try swapping the default 2.1 setting to .NET Framework and see if it helps?

#

it's not the right solution but if it works, your issue is from the .NET Standard 2.1 update

#

that setting is in project settings->player

civic sleet
#

I changed the setting in the picture you posted and I still get the same error

#

looks like it's not from the .net update

merry monolith
#

it could still be related on some level, considering all these recent issues happen specifically on 2021.2 and later and they all come from Unity not being able to compile some stock SRP classes

civic sleet
#

btw thank you for your help

merry monolith
#

np, too bad there's no solution though

placid laurel
#

any reason urp isn't working on server build?

placid laurel
#

I read this "Go into the project settings / Graphics section and set the pipeline asset ('Scriptable Render Pipeline Settings') to none before building." but it didn't work

severe drift
placid laurel
#

it works in the editor and windows, mac, linux client builds but not dedicated server builds

south pagoda
#

Anyone know why when I have the Bloom postprocessing effect my scene sometimes looks like this? (only in standalone builds)
Sometimes after a few seconds it corrects itself and looks, but that seems to be a bit random and doesn't always happen.
I'm on Unity 2021.2.5f1 (URP 12.1.2)

lament bear
#

I noticed the unity dlss manual says that dlss is actually in core unity but only integrated into HDRP and it linked the docs to the core unity nvidia library. Does that mean you can actually use the Nvidia GraphicsDevice and the relevant APIs to implement DLSS into other pipelines like URP ?

civic sleet
civic sleet
#

I changed the system language to english and A:\UnityProject\My project2\Library\PackageCache\com.unity.render-pipelines.core@12.1.2\Editor CoreEditorUtils.cs line 57

var name = me.Member is FieldInfo
                    ? me.Member.Name
                    : "m_" + me.Member.Name.Substring(0, 1).ToUpperInvariant() + me.Member.Name.Substring(1);

simply need to change ToUpperInvariant

#

btw i tried a few times sometimes unity crashed so don't do anything without backup

tacit patrol
#

hi guys I am trying to make a mountaintop forest scene in urp. I can't find any free tree assets that works with urp. Can anyone suggest some assets? thank you

delicate sky
#

please help, It happens when I start a new proyect with URP

acoustic anvil
#

Hey there,
why doesnt the boxing bag cast realtime shadows when the setting is on?

#

the light is set to Mixed (mode) and it casts soft shadows

#

when i put the light to realtime i get this exclamationmark

#

very strange. only directional light cats shadows.. wtf?!!?

#

Any input on this guys?

acoustic anvil
#

found it, i needed to go to the UniversalRenderPipelineAsset in the project panel and change the shadow resolution to a higher number and check the Castshadows checkbox.

placid laurel
#

@acoustic anvil unrelated, but those are some cool grungy assets you got there 👀

acoustic anvil
hardy rover
#

anybody knows if depth primming is supported in WebGL?

pallid roost
#

Any help is welcome. So, i have this scene:

#

I build and run it

#

but i get this instead

#

any ideas why?

#

and the snowy look is (i'm not sure) given by a shader

merry monolith
#

@pallid roostthat asset page has email address for support 🙂

#

there's not much people here can do to help you on 3rd party paid assets as you can't really share them for troubleshooting

pallid roost
#

mhm.. might write them, but first i have to be sure it ain't just some minor detail that's making it not woro

#

work***

#

i mean the problem really is that the Shader isn't loading in the build

merry monolith
#

it could be stripped away shader, so you could try just adding the snow shader to your project settings->graphics tabs always include shaders -list

pallid roost
#

nah i tried that already and i got 4 errors

#

something about hidden/something (not sure because i'm telling this from my memory)

merry monolith
#

but yeah, for paid assets, would always try to contact the seller, it's their responsibility to have a functional asset

pallid roost
#

mhm...

magic oracle
#

how i can change PostProcessing for example vignette in script?

kind forge
#

Is there a way to add dynamic resolution to an URP project? I've looking for doc about it but only appears for HDRP

civic trench
#

anyone know how to change the distance at which normal maps are visible on textures?

#

my game is top down and there is only a small portion of the scene that has normal maps on the textures

pallid roost
#

ik y'all don't care BUT I FUCKIN FIXED IT AHDJIASCIKJAS

#

i mean i didn't fix it, a better way to say it was that i figured out what was missing

#

now it works alright in the build

dry willow
# magic oracle how i can change PostProcessing for example vignette in script?

Something like this :

using Unity​Engine.​Rendering;
using Unity​Engine.​Rendering.​Universal;
...

VolumeProfile profile = GetComponent<Volume>().profile;
if (profile.TryGet(out Vignette vignette)){
    vignette.color.Override(Color.red); // or whatever
}

Can see the scripting API here for a list of the classes & fields : https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/api/UnityEngine.Rendering.Universal.html

magic oracle
#

How i can have 2 vignette on 1 scene

I just want to do mirror reflection of this vignette at the left side to make another at right side

fossil lily
ocean forum
#

I don't get it. URP's 2d lights dont actually have functional shadows.
This lights "shadow intensity" is set to 1. The shadow is still transparent.