#archived-urp

1 messages · Page 26 of 1

jagged coral
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Okay so long story short:

I'm working on this custom car for one of my VR friends and I need to put a pot leaf on the hood. I have a transparent one already, so how can I get it on the hood following the curves of the car like a real decal would without losing the gold color?

coarse wedge
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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

warm valley
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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?

coarse wedge
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@dry willow Thanks, mate. You are the first good news i have in all day

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get you some karma points from me, please

fossil lily
warm valley
fossil lily
# warm valley 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

placid laurel
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Culling is native and so is the actual code for MeshRenderer/SkinnedMeshRenderer and CommandBuffer.

fossil lily
placid laurel
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Yeah, but these pain points do surface when debugging certain SRP things 👀

merry monolith
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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

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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

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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

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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

fossil lily
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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

merry monolith
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yeah, exactly

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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

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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

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Unity really dropped the ball on those two last examples, removing the old system prior their replacement being there (or replacement being functional yet)

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kinda same happened with Enlighten too but that wasn't even adapted much by the userbase to begin with....

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(and it's back now, at least for the realtime part)

fossil lily
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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

merry monolith
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biggest issue on the move to new XR was that it was practically still broken and only supported half of the headset APIs

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also coupled with radio silence on how they were going to tackle the OpenVR situation

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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

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and we will never hear the truth on that one

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(not that it would matter now anyway)

candid owl
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what is the ResolveMSAA means?

fierce cedar
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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?

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It also happens with other images

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On Scene:

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On Game:

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it seems much more pixelated

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I believe it has something to do with postprocessing

tulip pulsar
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how do i create a pbr graph in the new unity versions

warm valley
radiant nacelle
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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?

fossil lily
# warm valley If you believe URP is useful, and better than Builtin for mobile or performance ...

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.

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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 :)

merry monolith
frozen token
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also, perf regressions happen. Report them, so devs can prioritize and fix

warm valley
warm valley
merry monolith
# warm valley I realise the forum writers might be confusing, what with them using paragraphs ...

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.

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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

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that goes with everything, every tool etc you use, what works for someone doesn't work for all

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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

signal anchor
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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

wind zealot
signal anchor
warm valley
# merry monolith people writing things on the internet come from all kinds of backgrounds, also s...

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.

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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.

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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

merry monolith
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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

fossil lily
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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

merry monolith
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well, I get the built-in perf point. it can often outperform the SRPs

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but that's not granted for all projects

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and also the raw performance is just one factor in the big picture

fossil lily
merry monolith
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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

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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

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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

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I mean, just when talking about perf

fossil lily
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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

merry monolith
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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

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further up you go with the SRPs (looking at you HDRP), you pay more of the initial overhead

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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

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I feel that people often obsess over some perf numbers on frankly silly synthetic tests that don't always reflect the reality even

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also the assumption that you'd only use URP ever for mobile is another thing, it's meant to be "universal" by definition

fierce cedar
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Hello! I'm having a problem using TextMeshPro with URP

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This text was supposed to disappear when the room gets progressively darker

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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

placid laurel
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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?

fossil lily
placid laurel
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What's the usecase then?

fossil lily
# placid laurel 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

placid laurel
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So you wouldn't do it in a first person game?

fossil lily
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Depends on the game style and artistic choices. But i wouldnt

placid laurel
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Mirror's Edge and lots of reflective surfaces, for example.

fossil lily
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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

placid laurel
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What about big reflective megapolis high rises?

warped roost
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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

♥ Support Brackeys on Patreon: http://patreon.com/brackeys/

···············································································...

▶ Play video
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what do i do?

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???????

stoic quiver
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Why cant i switch to overlay?

stoic quiver
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I seriously dont know why i cant set it to overlay now...

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Oh, deferred doesnt have overlay camera? How do I do camera stacking then

fossil lily
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Yes camera stacking works only in forward renderer for now

narrow bear
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@warped roost Don't crosspost.

stoic quiver
solemn zodiac
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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.

clever island
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my lighting is just strange

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interiors are lit and all lit surfaces have this weird pattern on them

haughty viper
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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?

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// All things related to post processing are on a special layer for post processing

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Ok I fixed the problem, my override intensity was set to below 1

placid laurel
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what version does unity start having the pipeline asset (2d renderer)? i only see pipeline asset (forward renderer) and 2d renderer (experimental)

fossil lily
stoic quiver
fossil lily
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it's much better than camera stacking

stoic quiver
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wait, isnt that the same thing....

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u still need camera overlay

fossil lily
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nope

stoic quiver
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🤔

fossil lily
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you can achieve that without a different camera. those are two different concepts

stoic quiver
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wait, with just one camera?

fossil lily
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using Render Objects, you're simply drawing something after the camera has finished rendering

stoic quiver
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u got any docs or guides on that?

fossil lily
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you can use your frame debugger to verify that

stoic quiver
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i feel like it still needs 2 cameras

fossil lily
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you feel wrong. i did make a prototype in URP a year ago for FPS without needing a 2nd camera to prevent weapon clipping

stoic quiver
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hmmm

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@fossil lily this is what i did

fossil lily
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why are you rendering your weapon before opaques

stoic quiver
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there was a unity video showcasing this, right

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it did it like this

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with 2 cameras also, second being for the player items only and overlay

fossil lily
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It should be After Rendering opaques at the worst case

stoic quiver
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hmm

stoic quiver
stoic quiver
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@fossil lily i changed it to the video you sent me; doesnt seem to work 🤔

fossil lily
stoic quiver
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wel kind of works but not really; stil uses 2 cameras

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and it doesnt work now that its in deferred rendering

fossil lily
toxic forum
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@stoic quiver No reaction gifs here please.

stoic quiver
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is that a new rule? havent seen it

toxic forum
stoic quiver
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ah, guess im just blind

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@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

fossil lily
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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

stoic quiver
sand quest
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hey

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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?

fossil lily
sand quest
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Im making a PC game, i want to gain some rendering performance for lower end PCs

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🤔

stoic quiver
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its not gonna have any performance difference on PC

sand quest
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Oh no

stoic quiver
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if its running on a potato, yes

sand quest
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Yes

stoic quiver
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so ur running on a literal potato? 😄

sand quest
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Well no but some users have potatoes that cant even start up the game lol

fossil lily
stoic quiver
sand quest
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But i dont underatand the logic, if its faster on phones or potatoes, why wouldnt it be considerably faster on higher end rigs?🤔

stoic quiver
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are u using URP?

fossil lily
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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

sand quest
sand quest
fossil lily
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what GPU do you have

sand quest
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2070 super 8gb

stoic quiver
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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

fossil lily
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and cpu?

sand quest
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I9 9900 nonk

stoic quiver
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@fossil lily he said other people though; not his

sand quest
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Yup

stoic quiver
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but no, disabling shadows and post-processing for low-end users is gonna have much better impact than swapping lit shaders

sand quest
stoic quiver
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both of those shaders are already pretty performant

sand quest
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I do have options to disable shadows and post processing but rendering still takes a lot

stoic quiver
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define a lot

fossil lily
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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

stoic quiver
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mine runs pretty fast in-editor; and i have pretty much all significant post-processing on, maxed out the URP graphic settings, too

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and im using a 1050TI

sand quest
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For example a guy with an i7 3rd generation and a hd4000 video card cant even start the game

stoic quiver
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that sounds like his pc is just borked, not the game

sand quest
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Well its true

sand quest
stoic quiver
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the what? wait what

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ah well mine is cpu-intensive soo ye

sand quest
stoic quiver
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simulating balistics and such

sand quest
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If i get 180 fps a potato user will get 20

stoic quiver
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thats why u optimize the map

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i hope ur using occlusion culling

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and baked lightmapping

sand quest
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What more can i optimize than atlassing and same shader?

fossil lily
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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

stoic quiver
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render distances also work

fossil lily
sand quest
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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)

stoic quiver
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theres a way of doing culling per-layer

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i forgot how but theres docs how to do it programmatically

sand quest
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Culling is inefficient, it provides just extra 0.5 ms damage

stoic quiver
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for example if ur over distance of 200, u cull out small items like pebbles or bushes

sand quest
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Thats what lods do

stoic quiver
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almost sure LODs take a bit more resources to do that

fossil lily
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Lods have higher memory footprint. Culling has higher cpu usage (we don't have GPU culling yet)

stoic quiver
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but yea we cant help you until you provide with more info on the project

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@fossil lily im talking about render distance culling

sand quest
fossil lily
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That's a part of frustum culling if I'm not wrong :)

stoic quiver
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even the lowest shadow settings destroys fps on integrated GPUs

sand quest
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Wdym blob shadows

stoic quiver
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its literally a blob on the feet of players

sand quest
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Its not really that much, its average 40 shadows, i use one cascade

stoic quiver
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google it

sand quest
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No, i need realism tho

stoic quiver
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well then u cant have performance

sand quest
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I think i know what u mean, a black circle following the plyer?

stoic quiver
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plus theres PCs , like my 2005 fujitsu laptop; that cant even render realtime shadows but runs projects fine

sand quest
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Well like i said, even with shadows off there is not much difference, problem i think is shader performan e

stoic quiver
sand quest
stoic quiver
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heh

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are the shaders the original URP ones?

sand quest
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Yup

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Only urp lit

stoic quiver
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show me ur urp settings

sand quest
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Im doing a test with simple lit and let yiu know if its better

stoic quiver
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mhm

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meanwhile ima continue figuring out how to do my bloody render objects for items

sand quest
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well forgot to mention i have a camera stack, but the second camera takes around 1ms, it only renders weapon and hands

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i pretty much need it, there's no way without it

stoic quiver
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i hope 2nd camera is using overlay

sand quest
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yup

stoic quiver
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u send 2 of the same settings btw

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i think

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get rid of this on the performant one

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both hdr and anti alias

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also opaque downsampling, pretty sure higher it is the more performance u get; not sure but ramp it up also

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and swap this

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@sand quest

sand quest
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no, one doesnt have shadows

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it's same but without shadows

stoic quiver
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yeah

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do what i said on both of them i guess

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also enable fast sRGB

sand quest
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ohh higher is the more performant @ opaque downsampling, noted

stoic quiver
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at the very bottom

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well it says downsampling

sand quest
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true lol

stoic quiver
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so i'd assume higher is better performance

sand quest
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ill do the low dynamic range too

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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

stoic quiver
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not sure what that additional lights is

sand quest
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additional shadowmasked lights

sand quest
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nooo hehe

stoic quiver
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btw one weird thing i noticed

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unity versions prior to the uGUI UI

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run much faster than ones after

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on older hardware

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u might want to look into that if u got UI elements

sand quest
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well it's just a crosshair and a fps counter

stoic quiver
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doesnt matter

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if u have it, its there

sand quest
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fair enough

stoic quiver
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mine literally had 3 elements

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might be a shader feature that doesnt run well on older stuff

sand quest
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but is there a solution? downgrading unity isnt one because i need urp 12

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which is only in 2021.2 or above

stoic quiver
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well im pretty sure u can change the shaders the UI uses?

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also plenty of options

sand quest
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ohh, that's what you mean. Aight ill look into that

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hmmm

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interesting

stoic quiver
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hm? whats that xD

sand quest
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left side is urp lit, right side simple lit with specular

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gpu profiling

stoic quiver
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yeah but what is that

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what are u profiling exactly

sand quest
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the view from the worst place on my map

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the bad map which wont ever work fast 🤣

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i have other maps that are not even atlassed, i get more batches, but they are way faster

fossil lily
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just a simple camera clipping problem solution in URP 12 deferred

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with no additional camera as seen in hierarchy

sand quest
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it's not just clipping, im using different fields of view for world and hands

fossil lily
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luckily you have different FOV aswell

stoic quiver
sand quest
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also how can you cull the weapon and hands and show them on only the depth "camera" which is not a camera?

fossil lily
sand quest
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first person view asset would do kinda similar thing from what i know, but the shadows are weird

fossil lily
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on same layer

sand quest
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hmmm i see, gotta look into that

stoic quiver
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@fossil lily show me ur camera settings

fossil lily
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here's how to do custom fov fps aswell

stoic quiver
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depth setting does not play well with the model at all

sand quest
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i wonder how Escape from tarkov runs with so many objects, dual rendering for scopes etc

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i want their custom render pipeline so badly

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🤣

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i think they wrote some fast shader with reflections and that's about it

stoic quiver
sand quest
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looks AAA but the magic is done in texturing

fossil lily
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they probably use multiple camera. dual scope did cause massive frame drops for many users (exactly half for many)

sand quest
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yeah

stoic quiver
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what u mean dual scope btw

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u mean the scope effect?

sand quest
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camera inside the scope

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yup

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i have those too

stoic quiver
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its probably not a camera...

sand quest
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but i also have non dual render ones

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it is

stoic quiver
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did they say it is?>

sand quest
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you can see it is

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but yeah, users say it is

stoic quiver
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because u can do the same-ish effect using shader lensing efects

sand quest
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and they are complaining about the fps drop

stoic quiver
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huh

sand quest
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shader lensing effect will not have quality

stoic quiver
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if u say so 👀

sand quest
stoic quiver
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lol

sand quest
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thats why in my game i have dual renders and non dual renders, depending on hardware and preferability they can choose

sand quest
stoic quiver
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they proably have good LODs tbh

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well-designed maps so it takes advantages of the occlusion culling

sand quest
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yeah i guess

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but this is the least problem. I bet they have cheap shaders that look AAA wrote by them

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i ran a test, 5m verts vs 1m verts, 10 fps difference on my pc

stoic quiver
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well

sand quest
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and another test on a low end pc friend

stoic quiver
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if its written by them

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then they can literally remove stuff they dont need

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the default unity shaders are made for performance, but also so they can have a wide variety of uses

sand quest
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yeah i guess

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1.5mil tris 10 fps drop

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but in the editor, not a build

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and on a potato pc

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so yeah, in my opinion lods are overrated for PC games, they can count for phones i suppose

stoic quiver
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u know, editor isnt optimized at all

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wont be surprised if it gives 1/3 of the framerate a proper IL2CPP build gives

sand quest
#

exactly, so if in editor was such small drop, on a potato pc, then in a build its gonna be barely noticeable

stoic quiver
#

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

fossil lily
stoic quiver
#

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

sand quest
#

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

stoic quiver
#

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 😄

sand quest
#

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

stoic quiver
#

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

sand quest
#

occlusion probes

#

they pretty much do the job

stoic quiver
#

eh...

sand quest
#

it's not too bad but it's the cheapest you can get

stoic quiver
#

its not previewed

sand quest
#

wdym

stoic quiver
sand quest
#

what means "previewed"

#

in this context

stoic quiver
#

preview of what the link is

#

<something> link

sand quest
#

click on it?

#

here, now it worked

stoic quiver
#

there , worked now

#

so what u did for this one?

sand quest
#

it's just light probes

#

occlusion probes

stoic quiver
#

hmmm

#

yeah idk it sounds like a performance hoarder

sand quest
#

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

stoic quiver
#

ambient lighting is cheaper 👍

#

but anyway

#

i'd prefer a solution that doesnt require setup for probes

shut needle
#

i think you can't get rid of probes, if you want a good lightning and reflection in your scene

stoic quiver
#

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

solemn zodiac
#

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.

merry monolith
#

there's WIP branch on github + 3rd party options that implement TAA on URP (both free and paid)

stoic quiver
#

Should i be using this package for URP? or use the integrated one

cyan talon
stoic quiver
#

👍

#

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)

merry monolith
#

@stoic quiver pp package doesnt work on urp versions later than 7.x and even there it is optional/ not recomnended

stoic quiver
#

so no real way of getting TAA

merry monolith
#

There is no need to strip lit shader variants yourself, unity does this for you when you build

stoic quiver
#

and detail input

merry monolith
#

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

stoic quiver
#

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

merry monolith
#

If you need something simple, you can also just use shader graph.. Or write your own urp shader (there are tutorials/samples for this)

stoic quiver
#

if the object isnt in view, shadows dont get cast

stoic quiver
#

not exactly familiar with shader code and graph exactly

merry monolith
#

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

stoic quiver
#

mhm

merry monolith
#

But you wont be getting notable if any perf savings by doing so and you make unity upgrading pain for you

stoic quiver
#

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?

placid laurel
#

Do you have a custom culling solution running in your project?

stoic quiver
#

urp settings

#

none have any custom stuff

placid laurel
#

It's weird then.

stoic quiver
#

aha...

#

and the camera

stoic quiver
placid laurel
#

Nope.

stoic quiver
#

huh

stoic quiver
lament canopy
#

I think it was added with the last beta version.

stoic quiver
#

im on 12.1 i think

#

yup

stoic quiver
lament canopy
stoic quiver
#

heh, nice timing

#

is deferred rendering not supported on webgl yet?

wooden pebble
#

Where do you see shadow settings in URP?

#

It's not in project settings

merry monolith
#

@wooden pebble urp asset

wooden pebble
stoic quiver
#

how bad is the Measured Materials Library asset shader performance?

merry monolith
#

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

stoic quiver
#

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 😄

merry monolith
#

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

stoic quiver
#

this?

merry monolith
#

ye

stoic quiver
#

and what do u mean by rushed

merry monolith
#

if you open the HDRP version and compare, you'll see the URP version is VERY off

stoic quiver
#

hmm

merry monolith
#

HDRP version actually tries to feed in the measured values

stoic quiver
#

well hdrp also has realistic rendering

#

while urp is quite light

merry monolith
#

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

stoic quiver
#

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

merry monolith
stoic quiver
#

eeh looks more specular

#

only difference i see

stoic quiver
#

in fact, i think batching might work better if they all used one shader type?

merry monolith
#

it would be better yes

stoic quiver
#

guess ill do some meticulous swapping to urp/lit

#

ah god damn theres over 100 materials

#

some apparently already broken

merry monolith
#

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

stoic quiver
#

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

dawn token
#

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? :/

stoic quiver
#

It seems like URP's MSAA setting isnt working in 12.1?

#

theres 0 differences

#

FX/SMAA work fine

merry monolith
#

@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

stoic quiver
merry monolith
#

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

stoic quiver
clear goblet
#

Yep

lament canopy
#

Early versions of URP Deferred supported MSAA. later removed.

stoic quiver
#

which is current

lament canopy
# stoic quiver u mean beta version of urp ,cuz im pretty sure deferred was in version 12

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

Add depth to your project with URP TAA asset from GameOldBoy. Find this & more VFX options on the Unity Asset Store.

stoic quiver
#

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?

lament canopy
#

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.

wooden pebble
#

Can you make some parts of an object metallic in URP?

lament canopy
stoic quiver
lament canopy
#

Amplify occlusion URP port.

lament canopy
stoic quiver
#

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

dawn token
#

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?

shut needle
#

LOD Level?

dawn token
#

I don't have any LOD set up

shut needle
#

do u use the same shader on both?

dawn token
#

No, the left one uses a custom shader with wind and stuff, and on the right I'm using URP Lit

shut needle
#

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

stoic quiver
#

urp/lit doesnt work well with foliage from what i know

#

should be a nature shader in urp

shut needle
#

ah correct

dawn token
#

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

dawn token
#

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.

merry monolith
stoic quiver
#

is WebGL builds in 12.1 broken? Both forward and deferred rendering are unusable...

stoic quiver
# lament canopy

I found out that i can "unhide" that option ,for some reason its hidden by default- but it doesnt fix my shadows issue....

lament canopy
north nebula
#

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

frozen hawk
#

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?

shell basin
#

SRP Batcher causes negative "saved by batching" numbers, is this normal?

merry monolith
#

Only place where I've seen MSAA on deferred has been on nvidia rendering sample.

dense abyss
#

Hello everyone, how can I make emissive objects reflections visible on transparent (see through) glass objects in urp? smoothness is set to max

restive atlas
#

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?

clear goblet
restive atlas
clear goblet
#

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.

restive atlas
#

@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 😫

clear goblet
#

All the steps will have code for them online you just need to combine them

#

And boom this is what coding is

restive atlas
#

@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 😫

clear goblet
#

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

restive atlas
#

@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.

wraith radish
#

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.

restive atlas
#

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

wraith radish
#

No nothing.... I started, a clean fresh Project and Import that, and then Happens that. @restive atlas

restive atlas
#

@wraith radish What exactly are you importing?

wraith radish
#

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.

restive atlas
#

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.

wraith radish
#

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

shut needle
#

maybe the assets share some stuff they shouldnt? would recommend to contact the Asset Creator

tawny sequoia
#

what does those two settings in the URP asset mean for performance ?

empty path
#

is there anyway to visualize/debug URP SSAO?

#

Can't find anything in rendering debugger.

long matrix
#

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?

clear sentinel
#

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

long matrix
#

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.

clear sentinel
#

I told you - look in the graph settings

long matrix
#

got it, thanks

clear sentinel
serene sundial
#

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

frozen hawk
#

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.

serene sundial
#

show me the color picker window of the light material

frozen hawk
#

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.

serene sundial
#

oh ok

#

also you can change the intensity

#

make sure the bloom threshold is 0.9 or soemthin

frozen hawk
#

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

serene sundial
#

oh

#

thats wierd

frozen hawk
#

While in the game view the bloom just stopped working, like I said idk. Its working now so 🤷‍♂️

serene sundial
#

hey yeah at least it's working

frozen hawk
#

Thanks for trying to help 😎

serene sundial
#

np

gaunt pendant
#

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

clear sentinel
sand quest
#

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

ocean forum
#

how to fix this?

delicate forum
#

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

toxic forum
#

That just means the shaders are compiling, give it a bit.

tepid moon
#

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

lament meteor
#

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

tepid moon
#

like this?

#

had to set the sprite's mesh type to Full Rect, too

lament meteor
#

I did 😦

tepid moon
#

try setting sprite's scale to 1x1x1

#

then playing w/t he tiling width/height

lament meteor
#

So, like this the scale is 1/1/1

#

Without tiled mode

#

As soon as I put the tiled mode

tepid moon
#

OK now change the scale back to 1,1,1 and play w/ the the tiling

lament meteor
tepid moon
#

keep it "continuous"

#

change the "width" value to something like 4

lament meteor
#

Black again

tepid moon
#

mind sharing the sprite in question?

lament meteor
#

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

tepid moon
#

hm not sure about that script

#

when I drag your sprite into the scene and set it up like so:

lament meteor
#

It's a temporary thing I made to test it

tepid moon
#

it looks like so:

#

this is unity 2020.3.25f1

lament meteor
#

I'm using 2020.3.2f1

#

with the 2D renderingpipeline

#

But I see you also have the sprite lit default mat

tepid moon
#

sounds like it's about the same then

#

what happens if you don't have that script on it?

lament meteor
#

But If I put the tile mode to continuous it's full dark

delicate forum
tepid moon
#

shaders probably have an error in that case

wooden bolt
#

How can I make the shadows always black

#

wait no

#

How do I make the intersections not get brighter

night prawn
#

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

night prawn
#

either that or how to exclude a material from the normal buffer

placid laurel
#

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?

placid laurel
#

What does specular map alpha channel mean?

brave schooner
placid laurel
#

Sometimes.

brave schooner
# placid laurel Sometimes.

the specular map will do different things depending on what shader, and what workflow (metallic or specular) you are using

placid laurel
#

And?

#

If you have packed textures, you can sample them yourself and plug the correct channels into the master node inputs.

brave schooner
placid laurel
#

Well. I can't help with your vague descriptions.

brave schooner
#

you're question is equally vague.

placid laurel
#

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.

brave schooner
# placid laurel If you switch from metallic to specular on your master node, you'll get a specul...

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

placid laurel
#

Smoothness exists in both specular and metallic workflow.

#

I am aware how channel packing works lmao.

brave schooner
#

well that's exactyl what alpha has to do with it then

placid laurel
#

In shader graph you can just unpack your texture yourself, split the vector and drag the w channel to the smoothness.

brave schooner
#

yeah that's in shader graph but not all projects can use shader graph - they have to use traditional texture workflow

placid laurel
#

@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.

brave schooner
#

cleary I need some more coffee

vagrant pewter
#

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?

brave schooner
# vagrant pewter

Let's try taking it one step at a time.

Did you do the Upgrade Project Materials to URP Materials process?

vagrant pewter
#

i think not

brave schooner
# vagrant pewter 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.

vagrant pewter
#

found it. It was in the edit enu

brave schooner
vagrant pewter
brave schooner
vagrant pewter
brave schooner
tawny sequoia
#

any ideas why the purple outlines ?

#

or " light bounces " ... ?

#

hmmm nvm its gone away

lament canopy
shell basin
#

Depth texture looks fine in editor but in game it looks like this, anyone know why?

peak finch
#

That definitely looks like a depth texture

#

How is it supposed to look

peak finch
# vagrant pewter found it. It was in the edit enu

@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

placid laurel
meager cove
#

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

meager cove
#

Now would it be possible to go through all the renderers a light affects? 🤔

rain wyvern
#

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

rain wyvern
#

I fixed.

sand quest
#

anyone wants to save me some headaches and give me a shader graph that is similar to the default URP/Lit shader?

quick coral
#

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.
placid laurel
#

They just don't expose the renderer list in the SRP API.

meager cove
#

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

vagrant pewter
vagrant pewter
meager cove
#
_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

peak finch
vagrant pewter
peak finch
peak finch
#

what version of unity are you using?

vagrant pewter
#

2021.1.11f1

peak finch
#

oh 2021.1 I thought you were using 2021.2

#

yes you should upgrade

#

2021.2 was a big update for URP

vagrant pewter
#

ok

split adder
#

Why is the shadow caster squared, even tho the "Use renderer silhouette" is checked?

night prawn
#

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?

night prawn
#

a correction : it's in view space
for some reason though the TransformViewToWorldDir function from SpaceTransform doesn't work

dry willow
# night prawn hi, a couple question am I correct in assuming that the URP's normals buffer, as...

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.

night prawn
#

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

dry willow
# night prawn yeah just tried that and it's not working properly, and I'm using a fullscreen m...

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)

night prawn
#

I'm using that yes

dry willow
#

Then I have no idea why it's not working 🙃

night prawn
#

the 1st screenshot I posted is the normals as I get them from the SampleSceneNormals function

#

maybe got something to do with how I set up the quad?

dry willow
#

Not sure. I have you tried uncommenting line 54 (setting up _ViewToWorld) and using that matrix instead?

night prawn
#

I'll try that

#

the function I use to convert the normals from view to world

#

well, try to

dry willow
night prawn
#

yes

#

well, no, they just face the camera

dry willow
#

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

night prawn
#

I asked the freya discord and they were just as confused lol

#

I'm running out of tech artists to ask

#

though all the reflection stuff is being skipped to just display the normals

dry willow
#

@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?

night prawn
#

same results

#

thanks for the help tho

dry willow
#

Yeah I really can't see what's wrong then. Maybe someone else can see it

night prawn
#

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

split adder
#

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 :/

night prawn
#

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

slow salmon
#

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!

boreal lantern
#

whats up with these shadows on my terrain on urp?

#

they show up where ever there is a camera

stoic quiver
#

How much of a performance hit would having 2D shadows is compared to a stripped 2D sprite-only unlit game

slow salmon
hardy panther
#

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.

acoustic rover
#

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

hardy panther
# acoustic rover Correct me if I’m wrong, but last time I looked into URP it couldn’t do camera s...

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.

acoustic rover
#

Bokeh is the effect that you see in say Battlefield and CoD for sniper scopes, right?

#

Everything around the gun and hand is "blurred"

hardy panther
#

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.

acoustic rover
#

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
#

whats cauzing the grey fog? i'm new to urp

#

i'm using the default settings

merry monolith
#

@paper urchin well.. Fog

#

it's in your lighting settings

#

you can disable fog there if you don't want it

solemn zodiac
#

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 😄

arctic crown
#

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 !

merry monolith
#

@arctic crowncan you try some other URP version?

arctic crown
#

I'm quite new to all this URP thing. How would you change it?

merry monolith
#

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

arctic crown
#

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?

merry monolith
#

that wouldn't change that (unless you install different unity version)

#

10.7 might be newest available for the Unity version you have installed

arctic crown
#

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

merry monolith
#

wait, you have had the same project open in 2021 before?

#

that could rewrite a lot of scripts to use 2021 api

arctic crown
#

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?

merry monolith
#

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

arctic crown
#

Oh ok, I'll try it right now. I have no idea how it works tho, so I'll have to see 😅

mossy relic
#

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

marble vigil
# mossy relic Not sure if its related to URP but I'm on URP and when reloading a scene using "...

I've seen this happen on some occasions

  1. 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.
  2. 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.
  3. 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

mossy relic
#

Ye, it seemed to work fine in build

random peak
#

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)

marble vigil
random peak
balmy adder
#

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?

brave schooner
balmy adder
#

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!

brave schooner
balmy adder
#

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!

placid laurel
#

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.

iron compass
#

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

fast cradle
#

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

full sluice
#

Hi

#

i have a problem

#

i am using urp

#

here it is

severe nebula
#

How do I convert my HDRP materials to URP materials?

steady vapor
#

You could try the Edit > Render pipeline > URP > upgrade project materials

placid shoal
#

are there any #defines available to shadergraph to know that your URP vs HDRP?

ripe moss
clear sentinel
#

you'll have to do it manually.

placid laurel
#

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.

merry monolith
#

with 1000% it basically means when you are 10m away, it will fade out the shadows

#

or something along those lines

placid laurel
#

Thats not what the Distance is.

#

As the docs say

#

The working unit has no effect on Distance

#

Thanks for your help tho.

merry monolith
#

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

placid laurel
#

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.

placid laurel
#

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.

whole orbit
#

Is the default renderer still the old one, or has Unity switched to URP yet?

iron compass
placid laurel
iron compass
#

you can’t have perfectly sharp shadows while using shadowmaps

placid laurel
#

Is there another technique available?

iron compass
#

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

placid laurel
#

But I've seen other Unity games with crisp shadows on larger distances.

#

Is it a custom solution they use then?

iron compass
#

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

dusty sequoia
#

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

bitter sentinel
#

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

dusty sequoia
#

Also, is there a (performant) way to get a list of all Renderers? I have a need to iterate through them all

atomic pumice
#

add them to a list at runtime

hardy rover
#

how is that related to URP?

dusty sequoia
#

I need them for building a custom rendering pass

hardy rover
dusty sequoia
#

Since the URP has to iterate all renderers to do its work, I figure maybe that same mechanism is exposed via scripting

rose frost
#

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.

iron compass
vale tide
#

Hm... What I am doing wrong?

marble vigil
spice marsh
#

Does anyone know what could be causing these squares to appear on this sphere?

merry monolith
#

@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)

spice marsh
merry monolith
#

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 🙂

obtuse girder
#

New URP project, new scene, why is everything...blue? o_O

#

The shading is all blue quinThinking

#

Strange... rotating the directional light (i.e. day->night->etc.) fixed it

cyan talon
#

Blue usually means a shader hasn't compiled. You -

obtuse girder
#

I can't even get it back to that color

#

O?

cyan talon
#

Once it's compiled it's fine.

obtuse girder
#

Yea seems all good now moon2SH

ivory ore
#

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??

ivory ore
#

why is it blue??

raw pulsar
#

check light color and intensity ?

ivory ore
raw pulsar
#

or in URP lighting settings that the skybox is emitting it's color?

#

Yeah but even a directional light has a color and intensity

ivory ore
#

and one more thing when i create a material from my shader its just complete black idk why

ivory ore
#

i found out

raw pulsar
#

@ivory ore What was your problem then ?

ivory ore
marble vigil
#

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

dry willow
#

If rotating the light doesn't fix it, you should also be able to clear the GI cache under Preferences.

raw pulsar
#

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.

dry willow
raw pulsar
#

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.

dry willow
raw pulsar
#

well... it works, but everything else just broke x)\

#

Spooky night time map now

dusty sequoia
#

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

dusty sequoia
meager cove
unkempt folio
#

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

dry willow
meager cove
#

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

dry willow
#

Hmm last time I checked I thought it was working, but I also haven't used 2021.2 all that much

green oasis
#

Is it normal for ocusion lines to pass through solid mesh? (Yes marked static properly) been battling this for days

green oasis
#

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

rigid elbow
#

strong dude decal fast answer for short question ?

#

found rotation

marble salmon
#

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?

rigid elbow
#

Global Volume ? Post Processing ? i don't have more information... 😢 but i think that's give a way

#

@marble salmon what is youtube say ?

marble salmon
#

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

rigid elbow
#

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)

marble salmon
#

uff

rigid elbow
#

on google x)

#

ahah "type:" it's filter of google

#

Post Processing not cool for inside env sure about that ?

fast cradle
#

Is it possible for a full screen render feature to render to color and depth at the same time?

vivid hatch
#

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?

cerulean heron
#

IIRC yes, it is disabled. I don't recall why though. It's just not part of URP (again I could be wrong).

cinder kindle
#

As you can see motions vectors were implemented in 2021.2

terse stag
#

hey uhh-

#

is there a deferred lighting setting for urp?

#

I see it online, but the settings are different and I can't find anything online about how to actually add it