#archived-urp
1 messages · Page 26 of 1
Does anyone know how to update the materials in the URP with 2021.2? I imported some assets, and everything is Magenta. I thought I had to go to "Edit > Render Pipeline> ..." but that entry does not exist in my menu even thought URP is installed
what do you think it would take to get Unity focusing on Builtin updates for a little while whilst they fumble around with URP for the next couple of years?
Seems there's a converter tool now, https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/features/rp-converter.html
@dry willow Thanks, mate. You are the first good news i have in all day
get you some karma points from me, please
Built in is going to be replaced with URP somewhere in the future. so no, no feature updates for Built in anytime in future
what would it take for them to reconsider this stance?
you should probably post this to unity team.
imho SRP is much better than built in because of various reasons. most importantly
i) the scriptable render pipeline is open source and you have the complete access to most of them whereas you donot have access to built in. Its a very negative thing for teams looking to modify engine for their use case (mostly its done in graphical aspects)
ii) its completely c# (HPC# wherever possible), even if BuiltIn is made open source, there are many who are not accustomed to c/c++ in the first place
If only the whole thing was open source 🥲
Culling is native and so is the actual code for MeshRenderer/SkinnedMeshRenderer and CommandBuffer.
yes the discussion was about SRP not the whole graphical department.
people at unity are smart and i'm pretty sure they know why they have gone with a closed source + license pattern over open source + royalty. again im nobody to judge a billion dollar company, but it is what it is : )
Yeah, but these pain points do surface when debugging certain SRP things 👀
I think the URP replacing the built-in RP is bit misinterpreted as fact that will happen (if we talk about fully removing the old built-in renderer in process). I'm not even sure if Unity has ever said that
what they have said that built-in RP will be deprecated in the future if/when it's userbase is so small that it doesn't warrant keeping it around anymore, bit like what happened with unityscript and especially with boo
also the moment built-in renderer gets deprecated or removed, we might not even have URP around, we could have some other renderer there then
of course if you just view today's Unity, URP is meant to be default and replacement for built-in RP, just wanted to give that angle on the possible future removal of Built-in RP
URP replacing built in doesn't mean they will deprecate or remove the built in anytime soon.
unity will still continue to keep the good old built in pipeline for compatibility reasons, but it makes too much sense for URP to be the default choice considering built in hasn't had any feature update for almost several years, and unity 2021.2 URP release highlighted the feature parity which unity has achieved according to them in their blog post
yeah, exactly
probably didn't word it all properly on my reply.. you just see a lot of discussion on built-in going away and people freaking out about it
and of course, knowing Unity and how they work, it could still happen even on short notice but frankly I have more faith in Unity not doing something stupid like that for this major engine component vs what they've done for some other engine components like networking or VR support
Unity really dropped the ball on those two last examples, removing the old system prior their replacement being there (or replacement being functional yet)
kinda same happened with Enlighten too but that wasn't even adapted much by the userbase to begin with....
(and it's back now, at least for the realtime part)
as for VR the XR move in 2019 was way too abrupt and was one of the major reason why people didnt upgrade for a long time but i think they also forced people to make that jump once and stop supporting the old system. anyway VR is a new tech and things would take a while to get stabilized.
as for networking I have no idea wy it was suddenly deprecated without any alternative. probably some major setback or roadblock.
But the reason why enlighten was removed because it had to be removed because of some licensing issue, or thats what i read
biggest issue on the move to new XR was that it was practically still broken and only supported half of the headset APIs
also coupled with radio silence on how they were going to tackle the OpenVR situation
Unity denied Enlighten removal being a licensing issue but I don't think many actually believed that explanation, considering the other licensing side said the opposite
and we will never hear the truth on that one
(not that it would matter now anyway)
what is the ResolveMSAA means?
Hi! So I made a urp project and I set a material texture to some image. The image is large enough and the material renders fine in my Scene tab but on my Game tab it shows as super low-quality, any idea what the problem may be?
It also happens with other images
On Scene:
On Game:
it seems much more pixelated
I believe it has something to do with postprocessing
how do i create a pbr graph in the new unity versions
If you believe URP is useful, and better than Builtin for mobile or performance constrained devices, I've got a bridge to sell you. Builtin needs some attention, as it will be the defacto choice for constrained devices for at least the next two years, which means at least another 5 years of support required for successful games, after that.
For anyone else considering URP vs Builtin - have a long and careful read of this thread: https://forum.unity.com/threads/performance-going-downhill-with-latest-versions-of-unity-post-processing-and-srp.786944/page-6
I'm using URP and have these tree assets. The trees all appear to work fine after running the URP patch for the assets that came included with the package, however my console is spammed with warnings saying "The tree {tree name} must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly." Attempting to use said shader with URP will result in a pink incompatible tree. What can I do to stop this?
Don't sell anything to me, i don't make any decisions in here. Builtin has hit a dead end already because it's not relevant anymore. It's not just about usecases but BuiltIn is just a complete black box where you have no control over what's happening in the rendering pipeline. It's not about URP vs Built-in like how it's made in forum. URP is just new that's all. People are complaining about performance going downhill but that doesn't seem like the case to me in both HDRP and URP. I don't see any relevant repro project aswell in the mentioned link.
Not to get offtopic, if this conversation is just to drag this forum discussion into Unity's discord aswell, i suppose #💻┃unity-talk would suit your needs better :)
for anyone considering URP vs Built-in I say...do your own homework, whatever people write on forums doesn't matter as they can't possibly know what your specific project needs (you need to do your own testing anyway) + there's a ton of pure mob mentality against anything SRP related on Unity community that makes people biased
also, perf regressions happen. Report them, so devs can prioritize and fix
There are no repros showing URP better than Builtin in any consistent manner. For a "new" tech that Unity pushes hard, that's all you need to know, now that it's "Production Ready".
I realise the forum writers might be confusing, what with them using paragraphs and all. It will take less time to read the entire thread than to make one floundering test, and might save the need to create dozens of pointless tests.
people writing things on the internet come from all kinds of backgrounds, also some have hidden motives, some just follow and repeat blindly what others tell them to. atm there's really strong SRP bashing culture within Unity community that sources itself from few asset publishers who are fed up how things work atm but I stress that their main pain comes from having to maintain dozen rendering combinations for their assets. You as user are not in anywhere similar positition as these few people doing their business like this but they still drag everyone into it.
of course I'm just one of the random people in the internet too, but I still strongly suggest drawing your own conclusions from actual evidence you get from your own testing than blindly trusting what people tell others in the internet
that goes with everything, every tool etc you use, what works for someone doesn't work for all
I'm also not saying URP or HDRP would be better for your project, built-in might as well be better pick for you, especially if you feel SRPs give you too much friction
HI all, apologies for the basic question, but anyone know any good tutorials in learning URP, in particular hoping to learn just getting assets and importing them in and playing around a bit
Uncle google knows
https://learn.unity.com/tutorial/introduction-to-urp
haha its more like, there's hundreds of tutorials of varying unity versions over the years that to pick a good one is hard to know. This helps a lot. Cheers
Me, as someone that's tried both URP and Builtin experiments pertinent to mobile gaming, every major release, can attest that what folks are complaining about are absolutely legitimate complaints. Builtin deserves some attention, just for the fact that it's at least a 50/50 choice between it and URP for performance constrained games, and there's zero evidence this is going to change in the next 2 years.
I'm also old enough to remember when LWRP went "Production Ready", and the claims around it, and that both it and HDRP started life as mere templates for demo-ing the underlying concept of Scriptable Render Pipelines - something that's nowhere near a stable, ready platform, well documented and ready for the creation of custom Scriptable Render Pipelines.
And most of the folks complaining about SRPs and URP (now) seem to be game makers focusing on performance constrained platforms, whereas the noise from asset makers were a couple of years ago, much of it in the tone of warnings that this user blowback would be inevitable if performance and ease of use of SRP and URP and HDRP didn't hit it out of the park. Chickens coming home to roost, etc
pretty sure most of the active users here have gone through all these.. that still doesn't take away that people have different experiences. for me the positives of URP outweigh the negatives of built-in atm, but I also don't dev for mobile
Your argument about performance seems very fundamentally wrong.
Unity's built-in pipeline was designed for both high end pc and low end mobile, whereas primary focus of URP is all mobiles and low end pcs. Mid to high end PC already have HDRP.
Can't see how a RP targeted specifically for mobile and low end specs seem to run slower than a RP which was just a general purpose.
From your previous argument you said your performance went down. Maybe true. Maybe not. Doesn't mean majority of folks in here are suffering the same issue as you are.
You're free to choose whatever pipeline you want but ranting about having feature updates to BuiltInRP in here is like shouting at a white painted wall
well, I get the built-in perf point. it can often outperform the SRPs
but that's not granted for all projects
and also the raw performance is just one factor in the big picture
weren't you into Quest development? it is XR but still considered as a mobile platform no?
I just fiddle with quest atm, I don't have any serious project on it so I don't think I have really strong stance on that one... well other than VR in general being a pain with Unity atm regardless the renderer you pick
but Quest is a special case even on mobile space, you can actually optimize directly for it, on mobile phone games you have to support tons of devices that all come with their own characteristics
for example, on mobile phone space, I have no trouble believing URP and built-in having different strengths that vary even based on the device you have at hands
I mean, just when talking about perf
Personally I've seen a performance gain in both mobile and pc after switching to URP from Built-in. Mobile here is quest2/hl2, not hand held. Never had time or leisure to test URP vs Built-in on handheld devices
also a lot of the people ranting about perf loss in forums test it on relatively empty scenes, that's never a good starting point unless your end product is going to be a relatively empty scene
further up you go with the SRPs (looking at you HDRP), you pay more of the initial overhead
and I don't even know if you can ever even make say, HDRP project outperform URP or built-in even on heavier scenes, but it can do so much more
I feel that people often obsess over some perf numbers on frankly silly synthetic tests that don't always reflect the reality even
also the assumption that you'd only use URP ever for mobile is another thing, it's meant to be "universal" by definition
Hello! I'm having a problem using TextMeshPro with URP
This text was supposed to disappear when the room gets progressively darker
I found a unity thread that said a shader was implemented in a preview version so I installed that version but still can't find that shader
I read that some AAA games attach a realtime reflection probe to the player. Does that mean they don't place static probes anywhere? And can Unity's reflection probe perform that way?
It's a very specific use case. You can't replace the usage of static probes on world with realtime probes on camera
What's the usecase then?
Racing games for example. There are 2 main reasons i can think of why using realtime probes on car is better than static baked probes on world.
i) baked probes size. big world = even bigger size
ii) even though you can capture world reflection which is static on a dynamic car, you cannot get reflections of non static objects for ex another car
So you wouldn't do it in a first person game?
Depends on the game style and artistic choices. But i wouldnt
Mirror's Edge and lots of reflective surfaces, for example.
If it's a surface which is reflective then I would probably go for baked probe itself. Fps games don't need to have a very large scene so i guess it's alright to use baked probes. Although for URP the current options are limited but upcoming SSR could improve that
What about big reflective megapolis high rises?
in this tutorial https://www.youtube.com/watch?v=R6D1b7zZHHA brackey mentions a "lit quad output" and i don't have it(im using urp)
Let's learn how to make realistic fire and smoke with VFX Graph!
This video is sponsored by Unity.
● Previous VFX Tutorial: https://bit.ly/2Tbh5Hw
● Download Textures: https://ole.unity.com/smoketextures
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what do i do?
???????
I seriously dont know why i cant set it to overlay now...
Oh, deferred doesnt have overlay camera? How do I do camera stacking then
Yes camera stacking works only in forward renderer for now
@warped roost Don't crosspost.
is there an alternative on doing camera stacking?
Anyone has any idea why while doing DXR tracing I cannot retrieve shadowmap data at given worldPos? it gives me blank white color, while using the same code in fullscreen shader it correctly shows shadows, it only takes world position which I have in DXR.
my lighting is just strange
interiors are lit and all lit surfaces have this weird pattern on them
this is probably trivial but my post processing effects are not rendering
I have URP set as my default Pipeline
I have post processing enabled on my camera
I have HDR and post processing enabled in my pipeline settings
I have a global volume producing effects
And yet the camera is not rendering them, any help?
// All things related to post processing are on a special layer for post processing
Ok I fixed the problem, my override intensity was set to below 1
what version does unity start having the pipeline asset (2d renderer)? i only see pipeline asset (forward renderer) and 2d renderer (experimental)
What are you trying to achieve?
well doesnt camera stacking improve performance and helps with clipping on weapons the player is holding and such?
you can use render objects (under renderer features in URP asset) to achieve that
it's much better than camera stacking
nope
🤔
you can achieve that without a different camera. those are two different concepts
wait, with just one camera?
using Render Objects, you're simply drawing something after the camera has finished rendering
u got any docs or guides on that?
you can use your frame debugger to verify that
i feel like it still needs 2 cameras
you feel wrong. i did make a prototype in URP a year ago for FPS without needing a 2nd camera to prevent weapon clipping
https://youtu.be/tNXF5L5BDN0
here a simple video demonstration
why are you rendering your weapon before opaques
there was a unity video showcasing this, right
it did it like this
with 2 cameras also, second being for the player items only and overlay
It should be After Rendering opaques at the worst case
hmm
oh and i think rendering weapon before everything else helps with performances- it should not render stuff behind the weapon then
@fossil lily i changed it to the video you sent me; doesnt seem to work 🤔
if that works for you when good enough
wel kind of works but not really; stil uses 2 cameras
and it doesnt work now that its in deferred rendering
well I can assure you that you don't need 2 cameras at all. I don't even see anything related to a 2nd camera in render objects. Good luck with 2nd camera tho :)
@stoic quiver No reaction gifs here please.
eh k
is that a new rule? havent seen it
It's been one of the oldest in #📖┃code-of-conduct.
ah, guess im just blind
@fossil lily oh also the video u sent me is from 2019; i think the URP features changed twice by then so its definitely differently made now
Oh the purpose of the video is to show you that it's possible with Render feature which doesn't even remotely need a 2nd camera.
The documentation i linked you to is however the latest greatest for URP deferred
quite a short documentation tbh xD
hey
im wondering, is simple lit with specular highlights faster than lit?
i cannot find this information anywhere on google and i'm pretty bad at shaders. My guess it is a little bit faster but is it significant? what about non specular highlighted simple it? is this one significantly faster than lit?
Simple lit is indeed a bit faster than Lit. How faster is completely platform dependent
its not gonna have any performance difference on PC
Oh no
if its running on a potato, yes
Yes
so ur running on a literal potato? 😄
Well no but some users have potatoes that cant even start up the game lol
it depends on how intensive your project is dependent on the decision between simple lit and lit
You can do a test comparison between either of them
if they can run windows, chances are they can run normal lit shaders
But i dont underatand the logic, if its faster on phones or potatoes, why wouldnt it be considerably faster on higher end rigs?🤔
are u using URP?
if you're only swapping two materials with simple lit then probably not. But if you have an open world kinda game then it would make a difference
Yup, working on a test now
I do have a pretty big map, i even have everything atlassed to just 8 materials, rendering is still taking 5ms on cpu and 10ms on gpu
Yes, urp 12
what GPU do you have
2070 super 8gb
i had a potato laptop some 8 years ago and made a simple Quake 3-like game that ran over 70 fps with shadows and post-processing
and cpu?
I9 9900 nonk
@fossil lily he said other people though; not his
Yup
but no, disabling shadows and post-processing for low-end users is gonna have much better impact than swapping lit shaders
Yeah for some reason i barely get my stuff to work while everyone else dont have any problems
both of those shaders are already pretty performant
I do have options to disable shadows and post processing but rendering still takes a lot
define a lot
well then yes I do categorise your game as intensive. last time I tested my 2070s 8gb with i7 9700f, my URP fps prototype was running at over 500-800fps. Mostly GPU bound. Cpu was well within 0.5ms
mine runs pretty fast in-editor; and i have pretty much all significant post-processing on, maxed out the URP graphic settings, too
and im using a 1050TI
For example a guy with an i7 3rd generation and a hd4000 video card cant even start the game
that sounds like his pc is just borked, not the game
Well its true
Yeah but when you start filling the map you'll notice it wont scale well, idk, or its just me
Yup, the target for my pc is somewhere lets say 300 fps, but i get 180 fps on one big map, that is split with manual ontriggerenter culling, so basically its not much to render 300 batches at most, lods, everything atlassed in 8 8k atlasses and i still have only 180 fps
simulating balistics and such
If i get 180 fps a potato user will get 20
thats why u optimize the map
i hope ur using occlusion culling
and baked lightmapping
What more can i optimize than atlassing and same shader?
Realtime shadows, post processing etc are few things which you can deal with at runtime aswell. You can give user to customize the settings to balance fps vs quality.
Materials you can't, do better figure it out now itself
render distances also work
Batching. Really important for weaker gpus
I do have lightmaps and they are split so that they are batched together as much as possible (i have as few lightmaps as possible)
theres a way of doing culling per-layer
i forgot how but theres docs how to do it programmatically
Culling is inefficient, it provides just extra 0.5 ms damage
for example if ur over distance of 200, u cull out small items like pebbles or bushes
Thats what lods do
almost sure LODs take a bit more resources to do that
Lods have higher memory footprint. Culling has higher cpu usage (we don't have GPU culling yet)
but yea we cant help you until you provide with more info on the project
@fossil lily im talking about render distance culling
I have realtime shadows only on players and the shadow distance is set to 5 so that mostly my player gets shadows. Everything else is baked
That's a part of frustum culling if I'm not wrong :)
Ill look into this
change it to a "blob shadow" thing instead of having real shadows
even the lowest shadow settings destroys fps on integrated GPUs
Wdym blob shadows
its literally a blob on the feet of players
Its not really that much, its average 40 shadows, i use one cascade
google it
No, i need realism tho
well then u cant have performance
I think i know what u mean, a black circle following the plyer?
plus theres PCs , like my 2005 fujitsu laptop; that cant even render realtime shadows but runs projects fine
Well like i said, even with shadows off there is not much difference, problem i think is shader performan e
Yup, nope cant use this
show me ur urp settings
Im doing a test with simple lit and let yiu know if its better
mhm
meanwhile ima continue figuring out how to do my bloody render objects for items
well forgot to mention i have a camera stack, but the second camera takes around 1ms, it only renders weapon and hands
i pretty much need it, there's no way without it
i hope 2nd camera is using overlay
yup
u send 2 of the same settings btw
i think
get rid of this on the performant one
both hdr and anti alias
also opaque downsampling, pretty sure higher it is the more performance u get; not sure but ramp it up also
and swap this
@sand quest
ohh higher is the more performant @ opaque downsampling, noted
true lol
so i'd assume higher is better performance
ill do the low dynamic range too
but but, there is not much difference with the PP off... im trying to find a faster rendering way, the shader might be the problem, i need faster pbr shaders than lit
not sure what that additional lights is
additional shadowmasked lights
u can always go unlit xD
nooo hehe
btw one weird thing i noticed
unity versions prior to the uGUI UI
run much faster than ones after
on older hardware
u might want to look into that if u got UI elements
well it's just a crosshair and a fps counter
fair enough
mine literally had 3 elements
might be a shader feature that doesnt run well on older stuff
but is there a solution? downgrading unity isnt one because i need urp 12
which is only in 2021.2 or above
hm? whats that xD
the view from the worst place on my map
the bad map which wont ever work fast 🤣
i have other maps that are not even atlassed, i get more batches, but they are way faster
just a simple camera clipping problem solution in URP 12 deferred
with no additional camera as seen in hierarchy
it's not just clipping, im using different fields of view for world and hands
luckily you have different FOV aswell
yea well depth enabled fucks up the actual model also
wait, how?
also how can you cull the weapon and hands and show them on only the depth "camera" which is not a camera?
you will need to use 2 render objects for that. with different depths
first person view asset would do kinda similar thing from what i know, but the shadows are weird
on same layer
hmmm i see, gotta look into that
@fossil lily show me ur camera settings
here's how to do custom fov fps aswell
i wonder how Escape from tarkov runs with so many objects, dual rendering for scopes etc
i want their custom render pipeline so badly
🤣
i think they wrote some fast shader with reflections and that's about it
they have a lot of occlusion culling stuff
looks AAA but the magic is done in texturing
they probably use multiple camera. dual scope did cause massive frame drops for many users (exactly half for many)
yeah
its probably not a camera...
did they say it is?>
because u can do the same-ish effect using shader lensing efects
and they are complaining about the fps drop
huh
shader lensing effect will not have quality
if u say so 👀
some users complained about the dual rendering eating frames when aiming
lol
thats why in my game i have dual renders and non dual renders, depending on hardware and preferability they can choose
but still, it's still impressive that it runs decently, their maps are way bigger, and open world maps
they proably have good LODs tbh
well-designed maps so it takes advantages of the occlusion culling
yeah i guess
but this is the least problem. I bet they have cheap shaders that look AAA wrote by them
i ran a test, 5m verts vs 1m verts, 10 fps difference on my pc
well
and another test on a low end pc friend
if its written by them
then they can literally remove stuff they dont need
the default unity shaders are made for performance, but also so they can have a wide variety of uses
yeah i guess
1.5mil tris 10 fps drop
but in the editor, not a build
and on a potato pc
so yeah, in my opinion lods are overrated for PC games, they can count for phones i suppose
u know, editor isnt optimized at all
wont be surprised if it gives 1/3 of the framerate a proper IL2CPP build gives
exactly, so if in editor was such small drop, on a potato pc, then in a build its gonna be barely noticeable
mmhm...
@fossil lily dude, im looking at the docs and it shows that rendering effects work in their examples; but for some reason mine is screwing up the bloody model im trying to always render on top
maybe because your model is more complex. The examples in this link were done with very simple meshes (just like my cube for example)
I'm guessing your issue with depths is because of the fact that you also seem to have an inner plane in your weapon object aswell. so when you don't use depth testing, you end up rendering inner plane instead of the outer one
mhm....
the examples give only simple objects
and i dont want to use the double camera trick since it also separates the whole layer i set it to from the rest of the scene; aka no shadows from other objects in the scenes gonna hit it and such
solution: either render the same layer to the main camera too to get shadows, that if you dont want separate fields of view, either duplicate the meshes and set them to shadows only on a layer that is rendered by main cam
or use first person view asset, look it up. But it provides weird shadows
i dont mean teh weapon to cast shadows, but to RECIEVE shadows from teh environment
anyway ill go do something more important to me right now
decal shader that makes viewing through the object possible 😄
oh, well that one is hard and if you ask me it's extra batches that you dont need. U can simulate some shadows with probes but that's all you can do if you want performance
or you can use mesh combine studio to make the world one big shadow caster
but trust me you dont need extra shadow casters
im not happy with my rendering performance and i did everything that is possible to optimize it
meh...
i for one find weapons that still have lighting when ur underground or behind a giant object casting shadow a bit of an atmosphere destroyer
eh...
its not previewed
wdym
i dont know what hoarder means but if it means bad, it's not, probes it's the cheapest lighting you can get in unity
u can have thousands of them and u wont notice any significant rendering performance drop
ambient lighting is cheaper 👍
but anyway
i'd prefer a solution that doesnt require setup for probes
i think you can't get rid of probes, if you want a good lightning and reflection in your scene
not good
just any
ill stick with this for now
even though it goes through 👀
does URP not have TAA?
just noticed a few iffy stuff
Not yet
Found a lot better solution for the light accumulation and convergence, still a lot of flickering... gotta look at that, otherwise will try to look at Terrain shader supporting DXR so I can use this in open world scene later.
like implied on previous response, it's coming, but it's not there yet
there's WIP branch on github + 3rd party options that implement TAA on URP (both free and paid)
hmm fair
Should i be using this package for URP? or use the integrated one
Use the integrated one.
👍
How hard is it to make URP shaders to replace the default Lit one?
And is it worth swapping it to one with less features (only the ones I need)
@stoic quiver pp package doesnt work on urp versions later than 7.x and even there it is optional/ not recomnended
yup got it
so no real way of getting TAA
There is no need to strip lit shader variants yourself, unity does this for you when you build
Does it? i have this simple box object that doesnt use most maps -do they actualy get stripped
and detail input
If you have to get TAA today, simplest way is to buy that urp taa asset from store. But you also can use the upcoming but currently wip version with some extra work
I can wait, its fine
another question; i have this shadow casting issue- is there a way to fix it?
i assume its a URP "feature" to improve performance but all it does is ruin atmosphere
If you need something simple, you can also just use shader graph.. Or write your own urp shader (there are tutorials/samples for this)
if the object isnt in view, shadows dont get cast
i was hoping i could just duplicate the urp/lit one and strip it from there
not exactly familiar with shader code and graph exactly
Well if you really want to, just take urp lit from urp package, duplicate it to your project, name it different and remove things you dont want
mhm
But you wont be getting notable if any perf savings by doing so and you make unity upgrading pain for you
if i knew what i was doing xD
yeah true
default it is....
about this shadow issue
i assume theres no real fix for it unless i do something custom in URP or switch to standard/hdrp?
I don't think that's supposed to happen?
Do you have a custom culling solution running in your project?
i dont think so...
urp settings
none have any custom stuff
It's weird then.
so u dont have the issue in ur urp?
Nope.
huh
I think it was added with the last beta version.
so the next version has a fix for that?
yes
@wooden pebble urp asset
Ah, thanks 🙂
how bad is the Measured Materials Library asset shader performance?
URP one? it's just stock shaders for the most of it
they have clearcoat shaders there too but URP's own clearcoat shaders on newer URP actually give better results
i just moved to the urp/lit one instead of this Rubber one it comes with; i see literally no difference when i set the same textures and sliders 😄
also the URP port is kinda... rushed, I don't actually think they use any measured values there, someone just did a quick URP port for it
err
this?
ye
and what do u mean by rushed
if you open the HDRP version and compare, you'll see the URP version is VERY off
hmm
HDRP version actually tries to feed in the measured values
URP version is just approximating most of the thing and tries to give similar visuals but it's very far from HDRP looks
I actually spent a while on trying to make the URP version look like HDRP version, matched the lighting and tweaked the materials
i just use it for the textures tbh xD
so i should kind of get performance boosts if i remove the shaders the asset comes with?
and just use the normal lit ones
perf wise, most of the shader graphs they use there are really simple, wouldn't worry about it
im more on about having a clean project; if i don get any performance or visual upgrade from their custom shaders, i might as well use the stock urp one
in fact, i think batching might work better if they all used one shader type?
it would be better yes
guess ill do some meticulous swapping to urp/lit
ah god damn theres over 100 materials
some apparently already broken
those must be the clearcoat ones
I can't remember if it was shader graph or custom urp shader
if it's SG, you could just try to open it in editor and save again
they are shader graph stuff
maple fundy coat materials were also errored out
actually it seems all coat ones are
what are the tricks on using the decal shader?
for dents and such
My lights seem to ignore my URP Quality assets
No matter how much I change the Quality assets, only 1 point light is rendered
And the shadow resolution doesn't change
What is going on? :/
It seems like URP's MSAA setting isnt working in 12.1?
theres 0 differences
FX/SMAA work fine
@stoic quiverare you on forward mode?
it should work
no idea if they actually updated MSAA on scene view or not but it def worked for me last time I tested it on recent URP
deferred
there you go then
no MSAA for you
it's not URP thing, you'll see same on built-in RP, HDRP, Unreal, or about any game engine that lets you pick between forward and deferred
so deferred doesnt have MSAA?
Yep
Early versions of URP Deferred supported MSAA. later removed.
u mean beta version of urp ,cuz im pretty sure deferred was in version 12
which is current
I'm talking about when deferred rendering was first added to the URP (I think in urp 11-12 beta). It had MSAA support. I was very surprised but expected it to be removed. Anyway, here comes the URP TAA. Let's get rid of using assets. I have sent 2 bug fix emails to the developer of this asset and there are still bugs that I can't solve.
https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/urp-taa-193976
so did they removed it because they are gonna add TAA?
the version before deferred was added, when i enabled the camera AA and MSAA, the antialiasing actually got worse, as if it was on at all; so im guessing they got rid of MSAA because it screws over the other methods?
Removed due to poor performance.
For deferred rendering, 4-5 1080P images (gbuffers) are processed, opening msaa for each. causes huge performance degradation. so no deferred generator supports msaa.
Can you make some parts of an object metallic in URP?
I see you have the RGB mask texture. With shader graph, you can do it by masking RGBA mask texture with Color Mask node.
Interesting...so SMAA is more performant then? I assume this is the reason they also add TAA
Amplify occlusion URP port.
TAA is the best in quality-performance. Activision games use SMAAT2X (Smaa + taa) and it's excellent. Of course, TAA is sufficient because URP cares about performance, not perfection.
yeah and i kind of like how TAA looks in unity
plus you can always increase the render scale in URP 😉
which i assume helps with the antialiasing
The Prefab on the left is from an Asset Pack, and I'm trying to re-create the Prefab on the right (with different materials). However, as you can see, the Leaves of the Tree on the right look different, kinda less sharp and more solid. This only happens if you move the camera further away. Any idea what's causing this and how to fix it?
LOD Level?
I don't have any LOD set up
do u use the same shader on both?
No, the left one uses a custom shader with wind and stuff, and on the right I'm using URP Lit
maybe the shade has some different distance rendering, i'm not very good with shaders yet, but i got one from the asset store that has a setting for how to render the leaves at which distance
urp/lit doesnt work well with foliage from what i know
should be a nature shader in urp
ah correct
The custom shader is just this. Tbh I have no clue what that Emission map is for, but it doesn't seem to do much
Ok so I disabled mipmaps in the texture and that fixed it
Dunno why it doesn't affect the Prefab on the left though, as it uses the exact same Leaves texture.
was it much work? been tempted to try this myself
or well, not Amplify's GTAO setup but some GTAO in general, https://github.com/GameTechDev/XeGTAO looks promising
is WebGL builds in 12.1 broken? Both forward and deferred rendering are unusable...
I found out that i can "unhide" that option ,for some reason its hidden by default- but it doesnt fix my shadows issue....
I actually don't do much. Editing Gbuffer names, properties... currently I was only able to pass GTAO.
Does anyone know why this happens to my UMA character? I can't see any textures, and it does not change any features of it.
Nevermind
Can someone help me figure out how to get two renders to work side by side, the 2D renderer and forward render don’t seem to work together and I don’t know how to have both going at the same time
Or is there a better way to get VFX and 2D lighting/post processing under one pipeline?
SRP Batcher causes negative "saved by batching" numbers, is this normal?
I have no experience it ever being there and I really wonder why they would even try it. Deferred MSAA is super niche thing among renderers
Only place where I've seen MSAA on deferred has been on nvidia rendering sample.
Hello everyone, how can I make emissive objects reflections visible on transparent (see through) glass objects in urp? smoothness is set to max
Hey everyone, I'm a complete beginner and I'm trying to build a new shader that uses a random texture from a folder as a diffuse map. Is this even possible using Shader Graph?
In shadergraph no. You would expose a texture2d property on tje graph and then load the random texture and asign it to the material in a c# script
Oh boy, I tried to avoid having to do exactly that. I have no knowledge of coding whatsoever...
Would it be possible to use Bolt to do this?
I have no experience with Bolt either, but it seems at least a bit more manageable.
Thanks for helping me either way 😉
Most certainly it would be possible with bolt. However ne being a programmer I have never used bolt so I cant tell you for sure.
@clear goblet Ok. How would you approach my problem with scripting? Are there any pointers that I might be able to follow?
It really feels like I might have taken on a bit too much with this project 😫
Plenty of pointers. You can break your script down into several steps. How to load textures from a folder. How to select a random element from a array or list. How to asign a texture to a material at runtime.
All the steps will have code for them online you just need to combine them
And boom this is what coding is
@clear goblet I tried to do that, but my code was faulty for some reason.
In the end the whole project was corrupted.
Strange things happen when I try to code 😫
It happens to all of us. I very much doubt that your code corrupted a project. Bolt might even have tutorials for exactly what you want to do
Dont be afraid to try stuff
@clear goblet I tried looking for bolt tutorials for that, no luck so far.
Yeah, it seems like I'll have to try out a lot of stuff.
I doubt that it had anything to do with the corruption either, but it might help to analyze to code which is now gone, unfortunately.
Hey, anyone know what i can do when all imported Materials are being Pink ? I tried URP, HDRP, normal 3D. At the Beginning it works and then in import an other package and then happened this.
Now it dont work in every Project.
Seems like the package you are importing is incompatible with your shader setup.
Is there something in the documentation of the package you are importing in regards to setting it up?
@wraith radish
No nothing.... I started, a clean fresh Project and Import that, and then Happens that. @restive atlas
@wraith radish What exactly are you importing?
First i imported the Red One. That works at the first time, then i imported the orange one. and after that i got some error Messages Like "Alloc Temp *****" and after importing the Orange One. Nothing works. every Material Shader was Broken.
But not only in the Project, Now i got Errors in any Project, what i create.
There should be a documentation pdf included with the asset. I would take a look at that in order to find out what might be going wrong.
Okay, when i Upgrade it to URP Material Shader whatever.... Than it works with the Red One in a Fresh Project.
But when import the orange one, than every shader goes broken again.
I have read it, but its 1 page, how i set up the new input system. xD
maybe the assets share some stuff they shouldnt? would recommend to contact the Asset Creator
what does those two settings in the URP asset mean for performance ?
is there anyway to visualize/debug URP SSAO?
Can't find anything in rendering debugger.
Help, I'm trying to follow a tutorial for Shaders graphs that uses an older version where there is a PBR master node. They are connecting to the Alpha node and the node does not exist on the new Master stack. No matter how I Google this I can't find a mapping from PBR nodes to Master Stack nodes to know where I can attach my alpha. Does anyone know of a good resource the maps this?
Show a screenshot of your graph
you either put alpha in the color if it's a Color4
or you can add an alpha channel to the graph from the graph settings by enabling transparency or something
Tutorial says to connect the out of the step node to the alpha. Where is the alpha?
Here is the tutorial view
I swear, this crap is 80% of my struggle with Unity. Every version changes everything and there is a new version every two weeks.
I told you - look in the graph settings
got it, thanks
Reduced additional punctual light shadows resolution by 4 to make 6 shadow maps fit in the 2048x2048 shadow atlas, anyone know how to fix this? I changed the shadow atlas to 256 and im still getting this
it's all the way down to 256
uh can someone please help
anyone?
hey uh
nvm it was because of an obscure pointlight i had
Hey would anyone know why my 2D lights cant work with my bloom post processing? As soon as I get out of range of any 2D lights my bloom starts working again but its one or the other it wont render both at the same time.
show me the color picker window of the light material
I ended up fixing it on my own I just trial and errored my way through it. I still don't know why it was acting like it was but I seem to have fixed it.
oh ok
also you can change the intensity
make sure the bloom threshold is 0.9 or soemthin
Yeah idk it was weird because on the Scene view the textures effected by bloom just turned straight black when they got in range of a light
While in the game view the bloom just stopped working, like I said idk. Its working now so 🤷♂️
hey yeah at least it's working
Thanks for trying to help 😎
np
Is it possible to create an invisible/transparent object that also hides anything contained within it? e.g. a box that you can see straight through, but if you put something inside the box then that becomes transparent also
would need to do more than just disabled the render component of the object, as primarily will be used to see through part of a larger object, so only want to hide the section that is clipping into the transparent box, not the whole object
you'd need to use some custom shaders
unrelated to urp but more to graphics, which one is better/faster? texture mip map streaming or virtual texturing? Assuming there are some 8k lightmaps around and some 8k texture atlasses in one map. Other materials having average 2k textures, sometimes 1k. For a PC game that pretty much targets as lower end pcs as possible
how to fix this?
Is this the right place to ask a question about my URP setup? I opened a project after a few months and I don't remember what I did before but now everything is rendered in a aqua tint. Would anyone now a solution to this?
It is supposed to be gray
That just means the shaders are compiling, give it a bit.
I just upgraded from Unity 2019.4 to Unity 2020.3 and am finding sprite masks don't work for a 2d lit shader graph material, can anyone point me in the right direction?
the orange outline is the mask, the door (green arrow pointing at it) is set to be masked and visible "outside the mask" -- clearly that's not happening
in 2019 it works as intended but in 2020 it seems like the mask is being ignored completely. "visible in the mask" also doesn't work -- door becomes invisible no matter what at that point
I've got depth/stencil buffer enabled in my 2d render data and in the URP pipeline asset 🤔
I noticed the shader graph updated post upgrade and now has a Sprite Mask fragment, maybe that's relevant?
but I'm not sure how to set to pass along info from the SpriteRenderer to that fragment... I tried adding a public property to the shader called _SpriteMask but that didn't do anything
Nice, I see there's a channel for URP here
I'm posting here cause i'm a little bit desperate, i'm using URP and i can't tile a sprite in it, is there something i'm missing ? T_T
( In 2D )
as soon as I put my sprite renderer draw mode to Tiled, my sprite become full black
So, like this the scale is 1/1/1
Without tiled mode
As soon as I put the tiled mode
OK now change the scale back to 1,1,1 and play w/ the the tiling
mind sharing the sprite in question?
Sure
directly dragged and dropped from unity assets
Wait, I made some part work
I thing I got something, but I still don't know what was not working
With this script on it
And those settings
It works
So I must not use the tile mode Oo
hm not sure about that script
when I drag your sprite into the scene and set it up like so:
It's a temporary thing I made to test it
I'm using 2020.3.2f1
with the 2D renderingpipeline
But I see you also have the sprite lit default mat
sounds like it's about the same then
what happens if you don't have that script on it?
But If I put the tile mode to continuous it's full dark
I waited for 30 min, tried to create new materials using Universal renderpipeline lit and restarting unity nothing works
shaders probably have an error in that case
How can I make the shadows always black
wait no
How do I make the intersections not get brighter
hey, for anyone who's screwed around with render passes, is it possible to make a copy of the normal texture without making a shader just for it? cause I can get the rendertargetidentifier for the color and depth textures but not the normal one
either that or how to exclude a material from the normal buffer
You can't. You'd have to use an override material which will obviously not use your object textures.
As for shader graph, you sure you can't add the inputs you want on the master node?
What does specular map alpha channel mean?
Are you using the standard shader?
Sometimes.
the specular map will do different things depending on what shader, and what workflow (metallic or specular) you are using
And?
If you have packed textures, you can sample them yourself and plug the correct channels into the master node inputs.
well that's kind of the end of the statement from me - it depends on what shader you're on.
Well. I can't help with your vague descriptions.
you're question is equally vague.
If you switch from metallic to specular on your master node, you'll get a specular color input. What does alpha have to do with it?
If you switch from opaque to transparent in master node settings, you'll get an alpha input.
If you don't know how to unpack your texture, you can use the Sample Texture node and then Split Vector.
So unity does something called "Channel Packing" in which they will use the RGB channels of a texture for one thing, and the alpha channel for something different entirely, even though it's one singular PNG. This saves on memroy (slightly).
For the specular work flow, the Alpha channel is usually what determines how "specular" or "shiny" the texture is in that spot. If the Alpha is black, it won't be very shiny. If the alpha is white, it tells unity to make that area SUPER shiny
Smoothness exists in both specular and metallic workflow.
I am aware how channel packing works lmao.
well that's exactyl what alpha has to do with it then
In shader graph you can just unpack your texture yourself, split the vector and drag the w channel to the smoothness.
yeah that's in shader graph but not all projects can use shader graph - they have to use traditional texture workflow
@brave schooner the original topicstarter said they can't use Shader Graph cause they can't unpack the texture.
I explained how it's fully possible.
And they mentioned render objects feature which means it's URP.
AHH I thought it was YOUR question to ask "what does the alpha channel mean"
cleary I need some more coffee
Hi, so I imported the URP package from the package manager. Then I created a URP asset and renderer and went into the project settings and added my asset in the quality and graphics categories. The problem is that some all the materials now render as white and all the game object appear as purple with no depth or shadows. Did i forget something?
Let's try taking it one step at a time.
Did you do the Upgrade Project Materials to URP Materials process?
i think not
okay let's try that first then - I don't have a URP project open in front of me but it should be in the Assets menu, I think. It literally lets you upgrade ALL mats, or just a few you'ev selected. This should hopefully fix the material problem.
i don't think it is in the assets menu
found it. It was in the edit enu
my pardons friend. Like I said, I don't have a URP prohject open in front of me.
no worries, now most of the materials are working fine. Though the cubes that use the default white texture are still purple
Can you show me a screenshot of the material in the inspector menu?
yea sorry for taking so long to respond. I changed the material and now they are all ok except from the 3d models that I have made in blender. They just appear as white both them and their materials
No probs man there's a chance I may disappear throughout the day too.
Your secondary issue sounds like Unity does not know what materials to associate with your blender model. That's something you can confirm by looking at the model's inspector and seeing if it has it's mats properly assigned
any ideas why the purple outlines ?
or " light bounces " ... ?
hmmm nvm its gone away
It looks like a pink reflection probe.
Depth texture looks fine in editor but in game it looks like this, anyone know why?
@vagrant pewter did you upgrade your materials yet? It is now located in the Render Pipeline Converter window.
**Window **→ **Rendering **→ Render Pipeline Converter
Select drop-down and change conversion to Built-In to URP
Toggle on the converters you need (might as well turn them them all on initially) and click Initialize Converters.
After all the converters have found the assets that need to be upgraded click Convert Assets
With sufficiently distant far clipping plane, you won't be able to see the variance in a depth map with a naked eye.
Is it possible to get a list of all the active lights in a render pass? Or even in the scene
Unity culls lights based on importance and closeness to camera afaik, would like to hook into that
ah, it's renderingData.cullResults.visibleLights
Now would it be possible to go through all the renderers a light affects? 🤔
Can Anyone help me? First pic is PC platform and below is Android . The android too bad , I use them same Render Pipeline settings.
How to fix graphic in Android
I fixed.
anyone wants to save me some headaches and give me a shader graph that is similar to the default URP/Lit shader?
Unity 2021.2.7f URP
- Opened project, created capsule, dragged capsule from scene to project/assets to create prefab
- Clicked on capsule in project/assets, and clicked open prefab
- Trying to adjust the shader/lit but it is greyed out.
- I am sure there is a good reason for this, but I am a noob here, and not sure as to why
- I am trying to adjust the shader/lit as I ultimately want to adjust the material, and unsure how to do this
- In the project/assets section below I have created a copy of the URP shader lit and renamed it LitWhite.
- I applied it to the LitWhite material, but cannot change the capsule to the new LitWhite material.
UPDATE:
- I was able to figure this out.
- If anyone else has this issue, you must change your material in the
Mesh Renderer component -> Materials.
No. That is completely opaque and there is no way to fix it.
They just don't expose the renderer list in the SRP API.
That’s quite disappointing
Can you get the light positions affecting a material in a shader?
I know catlike coding’s custom SRP tutorial exposed the lights in an array on the shader side
Under Window -> Rendering there is only Lighting and Light Explorer, but there is a different menu, Window -> Render Pipeline but still there is no RP converter. Only RP debug and Render Graph Viewer.
(Unity Version: 2021.1.11f1)
What version of URP? 12.0? 12.1?
11.0.0 actually. How can I update it?
_stencilWriter.SetVector(Shader.PropertyToID("_Direction"), visibleLights[i].light.transform.forward);
context.DrawRenderers(renderingData.cullResults, ref volumeSettings, ref _filteringSettings);
}```
I have this in the Execute() of a ScriptableRenderPass, but it only draws it once in the frame debugger even though it's calling DrawRenderers multiple times. Is Unity doing some auto-optimization thing because it thinks I'm trying to do an unchanged draw command many times?
the material update is used for the overrideMaterial in the volumeSettings for the vertex shader
Package Manager, select In-Project, Universal Render Pipeline, Update to 12.1
That is what I tried before asking but there doesn't seem to be an option like that anywhere. Maybe I should update Unity to a newer version?
What do you mean by there doesn't seem to be an option like that?
what version of unity are you using?
2021.1.11f1
oh 2021.1 I thought you were using 2021.2
yes you should upgrade
2021.2 was a big update for URP
ok
Why is the shadow caster squared, even tho the "Use renderer silhouette" is checked?
hi, a couple question
am I correct in assuming that the URP's normals buffer, as shown here, is in clip space?
if yes, how can I convert it to world space?
a correction : it's in view space
for some reason though the TransformViewToWorldDir function from SpaceTransform doesn't work
In Unity 2021.2 I think they are in world space, but versions prior use View space. If you need world, can sample it and transform back to world space using the inverse view matrix. In Shader Graph try the Transform node.
For code, 2021.2 has some ViewToWorld functions (in SpaceTransforms.hlsl, as you discovered) but for older versions can hopefully use something like :
float3 dirWS = mul((float3x3)UNITY_MATRIX_I_V, normalVS).xyz;
If you need the normal in a fullscreen-quad shader (for blit) then you may need to pass your own inverse matrix in.
yeah just tried that and it's not working properly, and I'm using a fullscreen mesh but drawn in the world so the matrices should be correct (example in screenshot)
if I have to make a matrix myself I'm not sure how I can do that
2021.1.12f1 btw
The project I'm working on is not mine so sadly version updates are out of my control
Oh if you aren't already doing this, the normal is also packed using PackNormalOctRectEncode from Packing.hlsl so you would need to use UnpackNormalOctRectEncode(sampleResult.rg) when you sample it. Or include DeclareNormalsTexture.hlsl and that does it for you (https://github.com/Unity-Technologies/Graphics/blob/2021.1.12f1.2653/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl)
I'm using that yes
Then I have no idea why it's not working 🙃
the 1st screenshot I posted is the normals as I get them from the SampleSceneNormals function
the render pass if that helps https://www.toptal.com/developers/hastebin/xupinoxefo.csharp
maybe got something to do with how I set up the quad?
Not sure. I have you tried uncommenting line 54 (setting up _ViewToWorld) and using that matrix instead?
I'll try that
It's being set but the results are still wrong
the function I use to convert the normals from view to world
well, try to
Wait, if you just output the SampleSceneNormals again do the colours change if you move the camera still?
Ah okay just as you lined up the screenshot they do kinda look in world space and wanted to check it was still view
I'm confused why the transform isn't working properly though
I did find this bug which is fixed in 13.0 but afaik it only affects the actual shader graph node https://issuetracker.unity3d.com/issues/shadergraph-transform-direction-from-view-to-world-is-outputing-a-wrong-result
Steps to reproduce: - See attached screenshot for nodes layout : vec3(0,1,0) -> transform direction from world to view -> tran...
I asked the freya discord and they were just as confused lol
I'm running out of tech artists to ask
also, the shader as it currently is if that helps
the pass being run rn is "reflections calculation" https://www.toptal.com/developers/hastebin/obuhoxezin.cpp
though all the reflection stuff is being skipped to just display the normals
@night prawn I've kinda run out of ideas and doubt this will change anything, but what if you use cmd.SetGlobalMatrix("_ViewToWorld", renderingData.cameraData.camera.cameraToWorldMatrix); instead?
Yeah I really can't see what's wrong then. Maybe someone else can see it
I'll see with the project owner if updating to a new version where the normals are in world space by default is possible but beyond that I have pretty much ran out of peoples to ask
Why is the shadow caster squared, even tho the "Use renderer silhouette" is checked?
I don't want to edit each points to outline my character because it cannot be changed with an animation :/
sprite atlas should have a shape editor that lets you create 1 shape per sprite, which is used for physics and might be usable for this as well
Hi, is there a way to cast shadows using a particle system? Im using a particle system to distribute grass, but the Cast Shadows option isnt working. Ive tried changing it to a mesh, Vertical Billboard, but neither work.
Ive changed the shader material on the material to different ones but I cant figure it out, any help would be appreciated!
whats up with these shadows on my terrain on urp?
they show up where ever there is a camera
How much of a performance hit would having 2D shadows is compared to a stripped 2D sprite-only unlit game
For anyone else in the future who has this problem, I had to use these shader settings to fix it. https://i.imgur.com/pOiJKSr.png
Hey folk,
does anyone have a good solution how to get** depth of field in URP 2D**? I was not able to find an usable approach on the internet. There was couple ideas which I have found so far.
The first one being to use camera stacking which does mean using multiple cameras which render the respective layer. I have 6 layers, so that would mean I need to use 6 different cameras. And quite honestly its not a good approach.
Second workaround I have found, was creating and using sprite blur shader. The result doesn't look good at all for my use case.
So apparently sprite lit shader doesnt have Z buffer. Which is why the DoF I used in volume affects all sprites in scene doesnt matter what z value they have. So maybe one of you can help me on this one.
Correct me if I’m wrong, but last time I looked into URP it couldn’t do camera stacks like you’d see in a FPS, where the hands are rendered on top of a existing camera, so the hands don’t clip into objects, etc. Has this changed since then?
I have on my whiteboard to investigate URP again, I tried it once and it was a pain in the butt, uninstalled it and rolled back my project from my git, but hopefully my experience will be different
Nah I have tried Camera stacks in URP. It is working, but there are drawbacks.
First, you need multiple cameras, as mentioned before. So the smoother you want your DoF the more cameras you need.
Second, you cant create Bokeh DoF. Lets say you want to make your foreground blurry. So you make an overlay camera for your foreground with the blur effect and you stack it on the your default layer, which you want to be in focus of course. your foreground overlay will just render the stacks below it with the blur effect.
Bokeh is the effect that you see in say Battlefield and CoD for sniper scopes, right?
Everything around the gun and hand is "blurred"
yeah basically the background and the foreground being blurry. A Blurry sandwich so to speak.
So the solution to that problem would be if the post processing get processed first and than getting stacked last. But when testing it wasn't the case.
Right
I think I have two cameras though, one is the "main camera" and then the other one is "arms camera"
arms cam is only rendering a specific layer
I'll keep this all in mind though
I'm mostly trying to get things operating first than worrying about post processing
@paper urchin well.. Fog
it's in your lighting settings
you can disable fog there if you don't want it
another day another milestone, made a new test scene for the testing, also made a crude Terrain Raytracing which I am testing in this scene, but gotta go back to weights because even the new ones have still so much errors, if anyone knows about implementation of chebyshev Weights I will be happy to learn more. Also now sampling from old lighting so pretty much unlimited bounces but not rly 😄
Hey ! I got this problem out of nowhere today. I just launched my game, and it popped. I read online that it could be due to me using VR, but i dont use it (mobile game). Any idea would be very appreciated ? I just cannot enter my game... Thanks !
@arctic crowncan you try some other URP version?
I'm quite new to all this URP thing. How would you change it?
Unity sometimes forgets to put XR checks in place, they do fix them usually for the next version
basically open package manager, see if there's different version for Universal RP there
Oh, it's just a package manager thing. Alright, lemme check
oh, that's the 10.7.0, and there is no new version. I should maybe just remove and reinstall?
that wouldn't change that (unless you install different unity version)
10.7 might be newest available for the Unity version you have installed
I'm on unity 2020.3.12, but when i changed to 2021, the probleme was still there. I'll restart my unity in 2021 and check, brb
Oh, yeah, there's that lol
wait, you have had the same project open in 2021 before?
that could rewrite a lot of scripts to use 2021 api
yes i have. that might be part of the problem. I just have to figure out a way to upgrade my editor. Is there a way i could maybe reset the scripts?
unity projects aren't backwards compatible so you may see all kinds of weird issues if you try to open them again on older editor
would recommend using version control so you can see exactly what kind of changes happened to the project and when
Oh ok, I'll try it right now. I have no idea how it works tho, so I'll have to see 😅
Not sure if its related to URP but I'm on URP and when reloading a scene using "Scenemanager.Loadscene" My lighting becomes messed up
Shadows become pure black, etc
I've seen this happen on some occasions
- That scene's lighting data may be ungenerated but with lights marked as "baked", so while editor gives it temporary lighting by treating the lights as "mixed" it doesn't persist on scene change.
- That scene's lighting data is corrupted somehow and just needs to be deleted and generated again, possibly into a different folder using different lighting settings.
- Symptoms of either of the above but the only fix that works is using a different skybox texture.
In some of the cases the lighting still worked correctly in build for some reason
hmm okay
Ye, it seemed to work fine in build
hi, how can i fix this : ```cs
Grass material was not upgraded. There's no upgrader to convert Custom/GeometryGrass shader to selected pipeline
UnityEditor.Rendering.Universal.UniversalRenderPipelineMaterialUpgrader:UpgradeProjectMaterials () (at Library/PackageCache/com.unity.render-pipelines.universal@10.7.0/Editor/UniversalRenderPipelineMaterialUpgrader.cs:25)
Can't fix that specifically
The pipeline upgrader has templates it uses to convert materials it recognizes to URP equivalents
Naturally it fails to convert custom shaders
If the GeometryGrass is your shader what this implies is that it's not URP compatible
but that's strange because it is said be the developer that it's made for the urp, and following along with the comments no one has ever had this problem
Hi guys, I'm making a medieval VR game and I'm currently starting the polishing phase.
I have this crossbow and a line renderer for the predicted arrow curve. The curve now has a blue placeholder line but I want to change it to a more medieval style line. Any suggestions on how I can achieve a 'believable' trajectory line that fits the medieval style?
I don't know. For a UI related thing, usually less is more. Why not just use a thin gray line that fades away and is subtle?
Thanks for the suggestion 🙂 Yeah I don't want it to be too distracting so maybe less is indeed more. I'll try it out!
I'd say K.I.S.S. is good principle.
Also, try referencing other games. I think there's a "Inks crossbow training" game for the wii, as an example. YouTube it and see how their UI is put together. Assemble your favorite examples into a "Mood Board" or Note Pad as inspiration
never heard of the kiss principle, but yeah in this case it's a good principle. Since the game is also meant to be played by people that never have been in VR
I searched for some reference in bow and arrow prediction curves but I mostly found 2d games, I'll look a bit further, thanks!
Hello guys, could someone please help me understand Shadow Cascades in URP?
I'm going nuts here, trying for hours to just get normal shadows look decent.
My camera far plane is 1000 and I want that in those 1000 units my shadows look the same, no matter how far or close I am to the shadow.
When I'm close to them they look good.
However when I get a few meters away (about 20) they disappear!
I have no idea what I have to enter for the cascade values, I just did some trial and error and at least with those settings the shadows don't look like crap while they are visible.
But as I said they still disappear way to early.
Also another problem is that at certain distances I can see the quality of the shadow changing like this.
I don't want this, I want it to just stay at the "best" of those 4 qualities while the object that casts the shadow is being rendered.
One cascade, max at 1000 should do it
If using multiple, make the first sufficiently large to hide the transitions
cascades are just additional shadow shadowmaps and you spec for what distance range you want to use a specific step(cascade)
where the further away a range is from the camera, the bigger is also the range it can cover without loss of visible quality
without cascades you will be wasting a lot of the shadowmap resolution on invisible pixels
Is there any way to get a combined opaque texture of the stacked cameras?
My stack looks like this:
With the MainCamera as base
But any refraction effects rendered by the TransparencyCamera that use the opaque texture only display things rendered by the MainCamera (Base). Everything rendered by the BackgroundCamera is invisible in the refraction
How do I convert my HDRP materials to URP materials?
You could try the Edit > Render pipeline > URP > upgrade project materials
are there any #defines available to shadergraph to know that your URP vs HDRP?
I'm trying to do this and i dont see render pipeline under edit
Unity won't do this automatically
you'll have to do it manually.
With 1 Cascade at 1000 Range my shadow literally just disappears.
Like this can't be that hard, can it? I just want crisp shadows up to a certain range, why isn't this working? 😦
I want my shadows looking like this.
But when I go back a few steps it disappears.
This is with those settings.
you've changed the working unit from default "metric" to "percent"
with 1000% it basically means when you are 10m away, it will fade out the shadows
or something along those lines
Thats not what the Distance is.
As the docs say
The working unit has no effect on Distance
Thanks for your help tho.
yeah, docs are pretty clear, mb
have you tried swapping to metric for testing?
it wouldn't be first time when docs were giving wrong info
Yeah sure, I tried couple of hours with lots of values, try and error etc.
I just don't understand why the shadows start to disappear even with high distances.
I use these values now
And this works okay-ish
However even at close distance the shadow isn't as clear as I managed to get it with the bug that it starts disappearing
This is how it looks close with those values.
As you can see the edges are blurry and not crisp as I like to have it.
Also, does anyone know why I have a black line here?
It's just a primitive cube that got scaled. I don't have Wireframe/Shaded Wireframe enabled.
Is the default renderer still the old one, or has Unity switched to URP yet?
Increase shadowmap resolution or decrease max distance for overall crispier edges
Shadowmap is at 4096 and Distance of 200 shouldn't be too much, should it?
you can’t have perfectly sharp shadows while using shadowmaps
Is there another technique available?
you’d need a shadow volume renderer for that
that however can only do sharp shadows. AFAIK unity doesn’t support that
id tech does
But I've seen other Unity games with crisp shadows on larger distances.
Is it a custom solution they use then?
it’s all in the settings
also hdrp has Edge blending, which helps a lot with smoothing close up transitions
in my exp you can get quite sharp shadows that are sufficient for standard level design
meaning levels/areas that have unobstructed view distances of maybe 500 units before massive background trickery begins (human scale)
Maybe if you are massively changing scale in your game. You could adjust settings dynamically? Never tried that however.
Baked lightmaps would also be sharp depending on lightsource and lightmap resolution
How would I use my own implementation of a ScriptableRenderer it looks like the camera's renderer can be overridden, and I have created a derived class, but it doesn't show up in the camera's dropdown
Anyone know what DrawBuffersBatchMode is and why it only appeared in the profiler in some of the builds i did?
I ran several builds in a row on an android device with only some minor script changes between them and in some builds the rendering is considerably slower, which are the profiler sections marked in red.
In the blue sections/builds the profiler hierarchy ends at SRPBatcher.Flush, only taking ~1ms instead of ~10
Re: ?
Also, is there a (performant) way to get a list of all Renderers? I have a need to iterate through them all
add them to a list at runtime
how is that related to URP?
I need them for building a custom rendering pass
👆
Since the URP has to iterate all renderers to do its work, I figure maybe that same mechanism is exposed via scripting
Hello, I'm trying to render the silhouette of a robot perfectly on the floor under it. I've looked at Projectors but I understand those are only used to create blob shadows and not perfect silhouettes? My goal is to find the bottom side of the robot mesh and project that 2d texture onto the floor's material, but I have no idea where to start.
You could render it with an ortho camera and a black unlit material into a render texture and project that or put it on a sprite that sits just a bit above the floor… maybe your URP also has decals already, then use those. Or pipe the render tx into your floor shader.
Hm... What I am doing wrong?
Either your Universal Render Pipeline or its 2D renderer is not configured correctly
Does anyone know what could be causing these squares to appear on this sphere?
@spice marshare you using HBAO asset?
basically what that looks like is incorrect normals used for SSAO, I know HBAO used to have this issue if you used deferred + accurate gbuffer combo but HBAO was also visually incorrect if you used default camera normals for it (supposedly recent version did fix this but haven't tested it myself)
Thanks I didn't realize I had SSAO enabled
SSAO shouldn't really look like that though 🙂
I mean, it looks like SSAO issue, but you should be able to use it on a sphere still 🙂
New URP project, new scene, why is everything...blue? o_O
The shading is all blue 
Strange... rotating the directional light (i.e. day->night->etc.) fixed it
Blue usually means a shader hasn't compiled. You -
Once it's compiled it's fine.
Yea seems all good now 
i am making a lit shader in urp but that main preview is showing green instead of black there is no green color in the shader can anyone please help??
nvm i found another problem
why is it blue??
check light color and intensity ?
there is only default direction light
or in URP lighting settings that the skybox is emitting it's color?
Yeah but even a directional light has a color and intensity
its yellow
and one more thing when i create a material from my shader its just complete black idk why
i found out
@ivory ore What was your problem then ?
is the shader there was ambient occlusion i checked it and it worked
Looks like same problem as above with Neuro
Shader graph's preview seems to inherit its ambient lighting from the active scene, so it will have the same cyan sheen
If rotating the light doesn't fix it, you should also be able to clear the GI cache under Preferences.
Hey guys, I saw an interesting effect which was posted recently https://github.com/MirzaBeig/Post-Processing-Scan
Where they made a Sonar type effect but through a Post Processing effect, which I found neat. But it's for the Standard RP
It uses void OnRenderImage(RenderTexture source, RenderTexture destination) { Graphics.Blit(source, destination, material); } But this doesn't work in URP and many ressources seem unanswered, old, and outdated.
Any one have any experience with this type of thing ? So code seemed minimal so I thought it was a good entry point to try and adapt this, but I'm really a newbie in termes of Scriptable Pipeline features.
For URP you need a custom renderer feature to handle the blit. Though blit also has a bunch of issues (like not working in VR) so it's recommended to use alternatives, like DrawMesh will a fullscreen quad.
I've got a feature here, (also has some additional features, see readme) : https://github.com/Cyanilux/URP_BlitRenderFeature/tree/cmd-drawMesh
Not gonna lie @dry willow , I did fall upon your BlitRenderFeature, but it seemed so dense and overwhelming that I was kinda trying to find another solution.
I have zero experience with CustomRenderFeatures, but I'll give it another shot and follow your setup Instructions.
The script itself is pretty long (compared to the OnRenderImage version) yeah, but you can basically just add it to the project and it'll show as on option for the features list on Forward/Universal Renderer, where you can then attach a material same as you would for the Graphics.Blit.
I asked in general-code, but since this is related to URP I will also ask here.
I am running this code from within a custom ScriptableRenderPass , I did not encounter the issue before I moved this into a ScriptableRenderPass and started running the ComputeShader through the CommandBuffer interface.
When I run a compute shader using the CommandBuffer class
example:
cmd.SetComputeBufferParam(_computeVisibilityShader, 0, occlusionDataId, this.buffer);
cmd.DispatchCompute(_computeVisibilityShader, 0, groupCount, 1, 1);
context.ExecuteCommandBuffer(cmd);
When I call
this.buffer.GetData(this.data);
I get the stale data, I have used renderdoc to confirm that my compute shader is actually running and computing the results correctly.
Is there a different way to read back a buffer from a compute shader when using CommandBuffer? This worked before I wrapped it in the CommandBuffer
solved, once I call ScriptableRenderContext.Submit() it seemed to work
is there a way to get the color buffer for a pass that's set to After Post-Processing? It seems to only use the pre-post-processed opaque texture
Is there a way to see how much one shadergraph/material is costing on rendering? I've been using an effect but it seems to make the frame rate drop and I want to make sure the cool effect isn't outweighing performance
I believe in newer versions (2021.2 / v12+) the "After Post Processing" event now works as expected, but for older ones I couldn't figure out how to get it working for that event in particular. You can however use the "After Rendering" event with _AfterPostProcessTexture (my blit feature is set up to automatically switches to it)
I'm on 12.1 with 2021.2 and it says _AfterPostProcessTexture not found
oh I guess I don't need that since I'm up to date
the _MainTex with after post processing is still giving the pre post processing scene for some reason
Hmm last time I checked I thought it was working, but I also haven't used 2021.2 all that much
Is it normal for ocusion lines to pass through solid mesh? (Yes marked static properly) been battling this for days
i didnt understand sorry
Visualization from the occlusion data goes straight through meshes and doesn't work
I've even tried to cheat by adding hidden occluders outside the map and still doesn't work. @ivory ore
Google is a friend, but I am not that good, checked all results with it. Can anyone guide me how to make Volumetric lighting with URP pipe line, which wouldnt destroy pc?
Make dust particles or fog. Or make shader for fake volumetrics in distance for invisible meshes ? is there any other method?
Global Volume ? Post Processing ? i don't have more information... 😢 but i think that's give a way
@marble salmon what is youtube say ?
youtube said use Paid assets or use particles 🙂 Global volume/fog/postprocesing that is added by Unity gives decent effect on outside environments. But inside environments have some problems with it 🙂 Or places that have mixed environments. Thank you ^^ just ssearching for secret source
secret source generally you need to make it but
try "Unity Global volume type:pdf" sometimes you have advanced doc or papers "said sometimes :3"
"use particles" Kappa
x)
on google x)
ahah "type:" it's filter of google
Post Processing not cool for inside env sure about that ?
Is it possible for a full screen render feature to render to color and depth at the same time?
Hello, I am trying to learn post processing method in URP
And I found that Motion Blur feature note that "Universal Render Pipeline (URP) only blurs camera motions."
Is that because of URP is disabled the motion-vector texture? If yes, why URP disabled it?
IIRC yes, it is disabled. I don't recall why though. It's just not part of URP (again I could be wrong).