#archived-urp

1 messages · Page 27 of 1

terse stag
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do I need to use Vulkan?

empty path
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Deferred is available only in 2021.2 and later

terse stag
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I see

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it's not available for OpenGL, right?

empty path
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Not sure

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Check the doc, might mention it there

terse stag
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it said it's not

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but I just wanted to make sure it's not outdated

foggy parcel
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nothing better than downgrading unity because Fog Of War assets simply doesn't work with the 2021 URP versions

dusty sequoia
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Is there a way in URP to render my objects in 2 separate passes? I need depth info from the first pass to calculate what to render on my second pass. I tried using renderingLayerMask to specify which set of renderers should be rendered, but it seems like once I do the first DrawRenderers call, that Unity internally caches the renderingLayerMask for each renderer and ignores and changes I make before the 2nd call.

terse stag
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I made the default renderer be deferred but it still shows up as forward?

dry willow
terse stag
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wdym

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I have these two

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and the default one is the marked one

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ok I changed it-

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so it just didn't show the other one???

dry willow
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If you've created a new Universal Renderer asset you need to assign it to the list on the URP asset

terse stag
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I did

dry willow
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Is that the same URP asset under project settings? Might also have multiple for each quality setting

terse stag
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I figured it out

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but the thing I need deferred rendering for still doesn't work

warm apex
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Does anyone know what camera FOV value this is?

merry monolith
empty path
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I like that they've given us multiple options. for the LOD fading. Very nice.

neon sorrel
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anyone know why im getting those off colored pixels?
im using urp lit for my material

cyan talon
neon sorrel
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fixed it thanks

storm sluice
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How can I add volumetric fog to my game?

toxic forum
warm apex
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awesome ty!

tawny sequoia
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why did the file size increased 10 times fold ?

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ah nvm i forgot to turn on compression , now its back to 400kb

limber knot
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hello guys! is there a way to show the rendering tab? after installing URP from package manager?

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this is my URP version

cyan talon
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Are there errors in the console?

limber knot
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@cyan talon thanks ! yes there is

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i never found out how to solve this specific error

cyan talon
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Never seen it before, but that's the issue

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You should google for it and see if anything comes up

limber knot
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its pretty common i think just by googling , but no one had a permenant fix

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alright thanks!

cyan talon
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The native error=... part of it seems to be the most useful, whatever it says there seems to be a description of the error

limber knot
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ah sorry it says it cannot find the file.

cyan talon
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Some people are saying it's their antivirus

limber knot
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@cyan talon yeah thanks for helping me look it up! yeah i did turn it off and tried again, still the error persists.
again i mean even if that worked, that means we have to turn off firewall while using unity? seems weird doesnt it haha...

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yup if anyone has similar issue and solved it will be nice to hear how you did it! thanks very much!

placid laurel
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how can i fix my shadows having these lines in them

nocturne creek
south pagoda
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Has anyone else used URP 13 with screenspace shadows? Curious if it's stable enough.. I might upgrade to latest 2022 unity if so..

lament canopy
south pagoda
lament canopy
# south pagoda I see. The URP solution requires forward?

Screen space shadow feature in URP In forward rendering, instead of each object calculating the shadow itself, Screen space is calculated in a separate pass. so every object can have high quality shadow filtering with less resources. but URP also negatively affects this performance. In Deferred rendering, the shadow is already rendering the screen space in the Deferred light(directional) shader.

south pagoda
lament canopy
south pagoda
lament canopy
south pagoda
# lament canopy to performance.

I see. I thought SSS is supposed to be better for performance vs cascade shadow mapping for real-time lights? e.g. for very dense grass in a forest

lament canopy
south pagoda
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(we have a dynamic day/night cycle)

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How has Unity 2022.1 beta been for you? Stable enough?

lament canopy
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I worked on something similar. My results weren't bad. I'm trying to find a screenshot....

stuck fern
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Hey there! Does anyone know why this light keeps on shining through the wall?

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(Here's the other side of the wall)

marble vigil
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@stuck fern The light needs to have shadows enabled
The walls themselves can't block the reflection, rather it needs to be blocked by the wall's shadow

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This can also be solved by using static baked lighting, if that's applicable in your situation

stuck fern
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Thx, I have the shadows enabled, but it was still happening so I'll try baking

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Nope, baking it didn't solve it either (Shadows are turned on)

marble vigil
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Are you sure they're functional in the first place?

stuck fern
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Nope, I think they are not working

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I tried messing with the settings in various ways, but it doesn't seem as if it matters, as the outcome doesn't change :/

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(I am using a point light btw, maybe I should trie with a different one? Is there a way around it>?)

marble vigil
stuck fern
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Should I update it? Any version you'd recommend? Currently I'm using 10.6.0

marble vigil
stuck fern
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Will try

marble vigil
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Baking will work if you do the necessary steps, but it won't be dynamic naturally

stuck fern
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Good to know, anyways, it should be better than what I currently have so, it's worth a shot. Thanks btw :)

stuck fern
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It kinda worked. I mean, it could be better, but it could also be worse. Thanks for the help!

scenic cloud
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I don't see the advanced tab at the bottom on Unity (the screenshot was taken from a video)

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this is what I see

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does anybody know why? I'm using 2021.2.0f1

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I want to enable dynamic batching btw, I it's under the advanced tab so I don't see it

placid laurel
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How do I create a shadergraph from the Simple Lit shader?

teal bone
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How can I apply shader to a 2D Rig Animation?

placid laurel
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why does this texture show up when im trying to add a high detailed texture

cyan talon
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what texture

placid laurel
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onto a cube object

cyan talon
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I don't see a texture in your screenshot though? Just general blue and the scene view grid

placid laurel
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thats the texture im trying to add

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the blue is only what shows up after i try and add that texture, im wondering why its not showing the full detailed texture and just a plain blue color

cyan talon
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It's probably just not tiled the right amount perhaps?

placid laurel
placid laurel
cyan talon
inland nova
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My "Saved by batching" keeps flickering between 7 and 9396, does anyone know what might be causing this?

marble vigil
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Are you using linear color space and have tonemapping enabled in the post processing volume? Without those two lights will be blown out

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Do you need it?

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I don't know how to help in that situation

solemn zodiac
inland nova
solemn zodiac
unkempt folio
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Is there a way in Shadergraph without having custom lighting functions to have an object/material disregard a reflection probe and use a cubemap instead?

grizzled knoll
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does somebody know why this keeps happenin

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no matter the base color value the main preview is always pink

cyan talon
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I would guess that your shader is not targeting the right render pipeline, or you do not have URP properly configured.

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@grizzled knoll

grizzled knoll
marble verge
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How to cull fps hands in one camera but not the other one for splitscreen fps ? (without setting a specific layer for each camera)

last pivot
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my lighting tab is kinda weird
it only has two tabs instead of five

shell scroll
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Anyone know how to adjust opacity of a URP decal projector at runtime?

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The property does not seem to be visible on an object reference, only in the inspector

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(I'm gonna have to use reflection for this, aren't I?)

dry willow
shell scroll
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Fade factor doesn't actually go all the way to 0

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It just halfway fades out

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The opacity works as expected. I could just add an alpha property to the shader instead, but it would be nice if a Unity feature actually worked as expected instead of requiring me to implement dirty workarounds.

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Harr. No opacity field or property on the object

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Shader hack it is, then

frosty bronze
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Hi, everyone just wondering how would you manage to exclude some objects from having post-process treatment with the volume from Urp? Cause I want some of my objects to not have post-process effects, I'd love to have your help with it lads. Like I said I'm using Urp and it seems like the post process profile don't works on it and it only seems that volumes work but maybe I'm wrong.

storm sluice
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Why is my bridge so foggy in front view? 1. front view, 2. back view

edgy herald
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I had an interesting question, is there a way you can detect if something is inside of a lights radius

mortal furnace
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Hi guys, sorry for unrelated question, but there is no special "graphics" text channel😬
I'm working on custom sprite render system for DOTS and i have a little performance issue that comes i believe from SetPass calls huge amount. After sorting i found "render groups" (batches) which is sequence of sprites which can be rendered within one Graphics.DrawMeshInstancedProcedural. If i have more then one types of sprite i will found a lot of render groups. Then for each render groups i call Graphics.DrawMeshInstancedProcedural and that is how i render all sprites. To remain order of draws i use Z of bound's position.
I have a simple idea of how i can fix it: sort groups by render type and then draw all groups for one render type, then for another, then for another.

What you think about this? Do i understand SetPass calls correctly? Is there any smarter way to optimise this process?

slow ibex
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I have a really silly question. Does anyone know how to make 3d TextMeshPro match lighting of in game (not UI)

iron yoke
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As you can see, this model was built to have materials with an alpha channel in it. I have done everything in my power to make the black square bits disappear but cannot seem to do so.
Can anyone help?

cinder kindle
cinder kindle
iron yoke
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@cinder kindle

cinder kindle
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No the parameters

iron yoke
cinder kindle
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Set the surface type to something else than opaque @iron yoke

iron yoke
cinder kindle
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You should use different materials for the flames and the candlestick

iron yoke
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They're all 1 material

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Its an asset pack I bought

cinder kindle
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right, that's not necessarily the best setup

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Is it the same if you set the alpha to cutout?

iron yoke
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Wheres that

cinder kindle
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Blending mode

iron yoke
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I don't have a blending mode in this version for some reason

cinder kindle
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The third dropdown

iron yoke
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There is no cutout option

cinder kindle
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Right, what about the surface type?

iron yoke
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Only opaque or transparent

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Would it be easier to go into a VC and I stream it from there so you can see it easier?

cinder kindle
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I'm cooking so that won't work too well unfortunately

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If none of the blending modes look right then you'll have to go into a 3D program and separate the flame as its own material unfortunately

slow ibex
hot torrent
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Anyone worked with the new Decal system in URP? I'm getting a weird bug.

thin spire
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Hilfe my lighting looks shit after I baked it for some reason I didn't have this problem with other projects.

cyan talon
sinful gorge
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I know that lowering texture resolution will decrease vram usage and improve performance, but if you have an albedo map at 2k and the normal map at 1k, does this also help or does the mismatch cause issues? (already tested that it did not change anything visually)

cinder kindle
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No, this is common

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It depends from case to case which textures makes sense to scale down

sinful gorge
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Right now I got a map for specular which doesn't change anything visually at 2k vs 512

cinder kindle
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It helps with vram usage but you have to find the compromise between visuals and performance

sinful gorge
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Yeah so if it doesnt matter visually turn it down

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Thanks!

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Love that this game has glass textures at 2k, without anything being in the texture haha

marble vigil
stoic quiver
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decal projector doesnt work with transparent materials? doesnt render it

lethal dust
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Where do I find this in Unity 2021.2.8f1?

toxic forum
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Uh, cropped out. That is also under Window

lethal dust
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Thanks so much 😄

rustic mural
wispy gate
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Hello. I am working on Unity 2D with the URP. I want to have an enemy disappear when he is hit by a 2D light. Is there a way to "invert" the way the light affects this enemy sprite so it is less visible the brighter the light shines on him? I was suggested to use a Sprite Mask or just hide the sprite when it hits a collider, but this wouldn't mimic the light's settings.

marble vigil
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And that's assuming 2D lights do send light information to the shader, it could be more like a post processing layer internally just as well

gilded token
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Hello, I'm trying to add a screen overlay to my camera (think blood splaters when low health in an FPS). I've worked out a solution with UI elements but it's not very elegant. Are there any options to display a texture on my camera ?

wispy gate
marble vigil
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There's also a discord server with really skilled tech artists by the name of Technically Speaking where they might have an idea

wispy gate
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I think I am trying to create my own sprite lit shader

marble vigil
wooden nexus
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How do i enable depth texture in 2020.3

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i cant find out how on the main camera. 2019 had a box you just checked, it was simple

hot torrent
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You found its one and only limitation haha

stoic quiver
marble vigil
lilac citrus
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something between 2022.a12 URP vulkan on Android (Oculus) and 2022.b3-b4 breaks the framerate entirely when anti-aliasing is used

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the exact same project on a12 works stably, but has like 20 fps on b3 and b4 when the msaa anti aliasing is enabled

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anyone have any clue what might cause this?

marble vigil
late hamlet
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does anyone know the proper way to set and restore render targets when writing a custom render feature? I have a render feature that renders to a separate texture, processes the texture, then draws the post processing to the screen. However I cannot find a way to set the depth buffer back to the correct value after I'm done.

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specifically the value of cameraDepthTarget for the ScriptableRenderer instance passed to AddRenderPasses varies based on weither SMAA is enabled or disabled

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in one state, there's a depth buffer there to set, and in the other, the value is -1

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however, I can't compare the value with -1 because the type is locked down, and passing the -1 value to SetRenderTarget, doesn't return the depth buffer, SetRenderTarget requires calling the function without a depth buffer to set it.

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likewise, if I try to do it the other way, and don't ever set the depth buffer, it doesn't behave correctly in the reverse case

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the documentation is pretty scant on the ground in this regard, which isn't a surprise, and I've tried looking at the internals on GitHub, but I couldn't find anything where the srp does something similar

steady vapor
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is there an asset with box collider defined volumetric lighting like in HDRP but for URP?

lilac scaffold
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I'm in urp and I'm asking if anyone know how to depixel textures basically or at least drastically reduce it.

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it does it with literally every texture in my scene and ruins the feel a ton

lilac scaffold
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please ping

marble vigil
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Anyone had luck getting Enlighten's realtime emissive materials working on URP?

merry monolith
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Yes

marble vigil
# merry monolith Yes

This is all I needed to hear really
Still no idea what was amiss but I got it working only after copying over every single setting and property over from the built-in test

stoic quiver
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Is there any plan on making the decal projection component work with transparent objects?

weary cliff
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ok so i accidentally removed the urp settings

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now everything is purple

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what do i do

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ok i solved it

placid laurel
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Hey Do you guys know how to change URP Settings like antialiasing in realtime via script ?

feral lily
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Which render pipeline is better for performance? Built-in or URP?

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I am making a multiplayer a multiplayer game so I want as high performance as i could get

signal orchid
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Hello, can someone know why my player is disappearing ? I still see him in the scene view but not in the game, the scene is very basic I only have a cube for the ground and nothing between the player and the camera

cinder kindle
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Show the inspector with the camera selected @signal orchid

vocal skiff
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can someone tell me why lights not affecting urp 2d templates T_T
there is no global light, sttill everything lit

merry monolith
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@marble vigil not on my dev rig for a day at least but can check my test scene settings tomorrow etc if you are still struggling with this

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@vocal skiff are you using 2d light components?

vocal skiff
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instead of showing black when no light, unity lights up sprites by.default in latest version

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i added point light and it worked as expected, took me 4 hrs to figure that out lol

marble vigil
amber lark
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Hi! when reading shader code generated from graphs, I see vert and frag declarations, but I can't find the actual functions, i'm trying to pass extra information from the vertex functions to the fragment ones.

dry willow
# amber lark Hi! when reading shader code generated from graphs, I see vert and frag declarat...

Assuming it's shader graph they tend to be in include files. e.g. https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl

If you're in (or can update to) Unity 2021.2 there should also be custom interpolators you can use so you don't have to edit the generated code. https://docs.unity3d.com/Packages/com.unity.shadergraph@12.0/manual/Custom-Interpolators.html

amber lark
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thank you i'll try updating 😄

late monolith
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Hello, i was wondering the Graphics section in the project settings doesn't actually define which URP asset is being used right? that happens in the Quality section?

violet sun
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is there a way to see from the browser an individual folder outside of the project and check what session project created the it? I lost some projects because of it

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I started to use addressable objects in other folders and it made a lot of mess

outer fern
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o/ Ayo. I have a tree prefab I'm trying to use on URP.. the original render was set to Nature/(some other setting) and it was pink. I changed it to UPR>Lit and its White now.. but no textures are showing up.

tawdry plover
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Try see if there's an equivalent shader to the broken one that's compatible with URP

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see if one has the same name

outer fern
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Is that just trial and error and choose all shaders till one works? I'm not sure how to tell what is equivalent and what is not.

tawdry plover
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well if the original was Nature/ShaderX try look for Universal Render Pipeline/Nature/ShaderX

outer fern
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ah fair. I didn't even see the nature section in UPR

tawdry plover
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if you switch from the original shader to that there's a chance that unity will recognise the inputs and remap them as needed

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and if not you may have to do a bit of work to get it working right

outer fern
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I only have these in my UPR>Nature section

tawdry plover
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what's the one it was using before?

outer fern
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Nature/Tree soft Occlusion leaves and bark. I got it kinda working with UPR>Nature>Speedtree7(for leaves), and UPR>Nature>SpeedTree8(for bark)

tawdry plover
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yeah i don't have that great knowledge with those shaders honestly, but sometimes there's a shader that isn't reimplemented as it was previously in URP and you just have to make do

outer fern
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interesting. I'll probably end up learning more about them in time.

narrow dagger
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Hey guys!
I'm new to scriptable pipeline methods on MonoBehaviours, I'm trying to render multiple meshes using CommandBuffer.DrawMeshInstanced but I don't know the correct way of doing so.

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Right now I'm using the RenderPipelineManager.beginCameraRendering to render the meshes, create a new CommandBuffer, add the DrawMeshInstanced command with the arguments:
cmd.DrawMeshInstanced(_mesh, 0, material, -1, matrices, _numAliveParticles) being _mesh a quad, material a default lit material, matrices the array of Matrix4x4 representing the instances transformations and _numAliveParticles the number of instances to be drawed.

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Then I use the ScriptableRenderContext context passed to execute the command buffer, then release the command buffer and call ScriptableRenderContext.submit().

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This is the order of things that my render method is doing, but nothing is being displayed on screen, I already enabled gpu instancing on my material. Anyone knows what is missing?

narrow dagger
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Extra info: when using RenderPipelineManager.endCameraRendering instead, the meshes are displayed but not properly, it flickers a lot and have some depth issues

tawdry plover
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@narrow dagger have you looked into moving your code into a render feature? they allow for you to use a commandbuffer and have it passed into the renderer at a specific point while rendering, seems like it'd be more stable than what you're trying

narrow dagger
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I was thinking of storing each custom particle system in a public static list in the same class, then I use this list from the render feature to render then, but I want to know if there's any other way

tawdry plover
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ah yeah that's something im currently frustrated with as well actually

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whether you can have per object overrides on a render feature

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they're not really designed with that in mind and it's frustrating!

narrow dagger
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I'll try to use a static list to see if it works, it should in theory

tawdry plover
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yeah, it should, it just means more authoring beforehand

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ideally these things would just work

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but with the way render features are set up to be like, blueprints for passed along for the renderer to plug in when they're needed, and not the actual code that's executed at render time, it gets weird

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at least that's how i like, visualise render features 😅

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i mean it would suck if it came to it but i guess the nuclear option of getting it work would be to add it as part of the actual render pipeline, but i'm not sure the URP is designed to be tinkered with like that

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and going all in on a totally custom SRP is a Lot

narrow dagger
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I worked a bit with custom render passes before, I created a kind of motion-blur effect like the ones used in ps2 games

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it's difficult to work it, but not impossible

tawdry plover
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!!! oh hell yea! those rule

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someone i know actually made a similar thing for UE4/5 recently, cool coincidence

narrow dagger
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it's a really cool effect, but kinda slow because it needed to use blit atleast two times in a single frame

tawdry plover
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oof yea

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best of luck with your particle thing though! sounds rad

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might rob the idea of a static list actually 😼

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im currently tinkering with some code for stencil shadows ATM

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the per renderer thing is frustrating cause this is using DrawRenderers on a shader tag, which means i can't do any per object stuff

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but doing it per object means managing those objects and their data in some way

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ideally i'd want a per object inbetween, so it's more automatic

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but we'll see

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¯_(ツ)_/¯

narrow dagger
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really cool! thanks for the tips and good luck for your project too

narrow dagger
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also, the reason why I'm creating a custom particle system, because mainly the built-in one don't update the particles using Time.fixedDeltaTime, so the system would look jittery from the camera perspective lol

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I could enable interpolation for the rigidbody that the camera follows, but is a lot of boilerplate instead of simply update the particles using fixed step

narrow dagger
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@tawdry plover I implemented the idea at it works! It was pretty straightforward to do it, and you can implement a method in each object that receives the command buffer to execute whenever command you want per object

tawdry plover
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that's great to hear! I'll give it a go!

narrow dagger
strange inlet
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How i can render (with the pixel rotation ) only certain object ?
i tried to stack a cam with no pixel perfect with another one with the pixel perfect but didn't work

rare fern
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Any idea how to make lighting work correctly with camera stacking?

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On screenshot: shadow on this little cube

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meanwhile overlay camera doesn't catch it

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my hierarchy

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camera settings (cube has Overlay layer)

obtuse girder
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I can't seem to figure out how to create a texture/material for a particle in URP

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Tried a large number of different combinations of the settings on the material and the texture

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But when used as a particle, it doesn't color it

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It's always "white" i.e. it's using the color info literally

obtuse girder
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For future searchers: Here is the apparently correct settings for the texture import and material settings to get a White On Black png texture to properly render both the alpha and the color for use in a URP Universal Render Pipeline particle system moon2S

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Since I tried searching for this and couldn't find it hopefully it helps someone else someday 😛

marble salmon
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Question:
Camera stacking versus Render to texture?
Which one is more performance friendly and better to use?
Usage: character creation UI.

candid owl
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hi, the URP render objects, how to render alpha cut with object's base color ?

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I use a override material,

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but the object's texture not working

marble salmon
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How should I report this bug?

https://pasteio.com/xA0NOrQilcoM

In current project 2021.2.8f1 everything works fine. Builds are succesfull.

I updated 2021.2.9f, and project cannot build Linux server and Windows server. WebGL build is succesfull.

After downgrading to 2021.2.8 I noticed that URP and Shader graph needed to be downgraded as well. After downgrading them, the build was successful again.

Still not able to install older URP to newer unity or install newer urp into older. Manifest file dont let work around this either.

tawdry plover
steady vapor
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depends I think, usually when you switch pipelines you have to convert all your assets for that pipeline using the little widget

keen aurora
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Would there happen to be any good place to get materials for URP online? I know asking free is unrealistic, but I’m just curious as to what’s out there
(I said this here too bc I don’t know whether it’s better to ask here or in #archived-shaders)

clear goblet
zealous trellis
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any ideas why my mesh is lit, despite using URP/Lit shader? (with no lights afaik(

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its a fresh schene with just my mesh

marble vigil
zealous trellis
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how i should create a basic material? 😄

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drag texture to base map box, and thats it?

zealous trellis
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yeah it seems no lighting is working

keen aurora
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Hm, sorry I had meant PBR textures, thanks though! I’ll check it out

keen aurora
zealous trellis
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fixed it by starting a fresh project and migrating into it 😄 , I had enabled hybrid renderer (v2), then disabled it and switched from 2d to 3d in URP a hella lotta times

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I wish I knew what went wrong

narrow dagger
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Hey guys!
I'm messing around with CommandBuffer.DrawMeshInstanced inside a ScriptableRenderPass.Execute, I'm trying to draw a bunch of particle meshes using GPU instancing, but it seens that realtime GI isn't working in my custom shader. I know it isn't the shader's fault because it works for regular MeshRenderers, it just don't work using DrawMeshInstanced in a custom render pass.
Anyone knows of a way to enable baked + realtime GI in CommandBuffer.DrawMeshInstanced inside ScriptableRenderPass.Execute?

vast ore
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hello :)
A model I recently imported from blender is separated into several pieces for easy dismemberment
however in the scene view these pieces appear to be culled incorrectly?
Any ideas what settings might fix this? I couldn't find this issue on the web...

iron isle
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In URP, is there anyway of getting dynamic lighting for spot and area lights?

wise crystal
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Is there any way to import glb files to unity I tried importing but the materials are looking pink in the scene??

wise crystal
#

Nevermind i found the solution

marble vigil
#

"Update when offscreen" is a brute-force method that fixes the issue, but with a performance cost

#

The manual page has a part explaining why it happens and some suggestions how to prevent it

sand frost
#

where is the convert materials to urp in unity 2022.1

narrow dagger
narrow dagger
#

Ok, I think I found the cause: By manually assigning light probe data to a material property block by using LightProbes.CalculateInterpolatedLightAndOcclusionProbes, MaterialPropertyBlock.CopySHCoefficientArraysFrom and MaterialPropertyBlock.CopyProbeOcclusionArrayFrom, the rendered meshes are properly illuminated by ambient light, but is slow and I don't have any light probe in my scene. In the shader I'm sampling the global illumination by using SAMPLE_GI which also samples spherical harmonics, but is there a way to only sample baked/realtime lightmaps? So I could ignore the light probe data and only sample from the lightmap which could increase performance

vast ore
thorny horizon
#

Hello, I have a quick question. How much performance does shader graph take compared to just writing them.

vast ore
alpine lodge
#

hey so i was wondering how to upgrade from a regular 3-D project to URP, since my camera currently doesnt have the post processing option under it, and in URP it does

sleek ravine
#

Can I render something inbetween two different post processing effects?

#

the render queue only has a before pp or after, is there a way to say render after bloom but before lens distortion?

royal tree
#

First time using the VR template and I am unable to get URP working. Installs fine but no materials work even after running the converter I get "Test material was not upgraded. There's no upgrader to convert shader to selected pipline" Test material is a URP > Lit and remains pink. Are the VR template and UPR incompatible?

alpine lodge
tawny wadi
#

Hey, I'm not sure but I think this might be related to the URP I'm using; lag spikes happen occasionally, and using profiler, it mentions here Semaphore.WaitForSignal up to above 100ms. Is this usually because of the URP Rendering? I don't know enough about profiling and forum posts hint to this being a rendering issue.

cyan talon
#

Maybe you'll find it easier if you switched the view to hierarchy

tawny wadi
#

ahh iddnt know that option existed, looks really helpful

#

thanks! so it looks like the lag isn't URP or something, just the editor?

cyan talon
#

Yup. You should profile builds to get accurate profiling results

tawny wadi
#

thank you 👍

alpine lodge
#

hey so i switched to urp, and its working, but the only problem is literally everything is magenta

#

is there a way to fix it other than switching back from urp?

#

oh nvr mind i got it working

scenic zinc
#

idk if this is an urp issue but anyways. im doing some lighting and i went ahead to bake to se if it looks ok. but the walls and some other stuff are not getting lit

formal wyvern
#

Hey, Ive created a new project using 3d core template to follow an example in a book. Since it was created using URP, I'm trying to add AR video background support to the graphics forward renderer, except I'm expecting to see an asset named ForwardRenderer in "the folder that contains the Scriptable Render Pipeline settings assets", which it states is usually in the Assets/Settings/ folder. EXCEPT, that is missing. There is no Settings folder in Assets, I dont see any ForwardRenderer asset

#

any ideas why?

scenic zinc
#

I think you have to create it yourself

#

There should be a button somewhere in a menu to make it

formal wyvern
cyan talon
#

Look at the package manager and see if URP is even installed

scenic zinc
#

Yeah was about to say

formal wyvern
#

haha, ok its installing now

#

thanks, lets see how it goes this time 😛

#

cheers, looks good 👍

surreal dome
#

Hi

#

So I'm getting those pink shaders again and it seems Unity changed the way to convert materials

#

This tutorial shows how

#

Unity Basics - How to upgrade materials to URP in Unity 2021.2.2

In this video I will show you how to upgrade materials to the Universal Render Pipeline using the new method in Unity 2021.2.2

The process has recently changed and there is now a new upgrade tool called the Render Pipeline Converter that appears to work much better than the old m...

▶ Play video
#

However I only want to convert 3 materials in a folder

#

How can I only select the 3?

marble vigil
# surreal dome How can I only select the 3?

If your version uses the Render Pipeline Converter window for the process, what you can do is select "built-in to URP", check "material upgrade", then "Initialize Converters" which should make a list of the materials it can convert

#

Then you can right click the particular materials and choose "Run converter for this asset" for each of them

#

Or also uncheck all the others and "convert assets" but that may be impractical as there doesn't look to be an "uncheck all" option

marble vigil
surreal dome
#

It takes a long time though hehe

rotund pawn
marble vigil
#

Many games render distant land in another pass so the far clipping plane can be much closer

hollow flame
#

Hi! I'm in need of some fog volumes. I have an interior scene with a fishtank on one side and a window into space on the other, each needs a different fog setting

#

does anyone know how I should go about it?

prime iron
#

Hi everyone. My sprite renderer explode sometimes and I have no idea why 😦
They all have normal shader, nothing strange. Sometimes when moving the camera they explode. It also happens in stand alone game pretty rarely.

random atlas
#

I've been banging my head on this for a decent chunk of time. I'm using the universal render pipeline and I'm using camera stacking to render the objects that the player is holding separately. I don't know why, but the post processing that i have in my scene isnt affecting this overlay camera

placid laurel
#

I'd like help improving the lighting here.

raw pulsar
#

Hey guys, I'm using a Custom Render Pass Feature (specifically https://github.com/MirzaBeig/Anime-Speed-Lines)
But I only need them activated under certain conditions. Modifying the Lines Alpha to 0 when I don't need them seems wasteful since they will be rendered but not seen !?
How can I enable/disable a Custom Render Pass Feature from script ? The feature is on the URPAssetRenderer (Forward Render Data) scriptable object.

dry willow
# raw pulsar Hey guys, I'm using a `Custom Render Pass Feature` (specifically https://github....

Should be able to have a public field for the custom feature class / ScriptableRenderFeature. Can then call it's SetActive method. e.g. https://twitter.com/Cyanilux/status/1275060844355702789

@Giseudo I think it's okay to enable/disable at runtime. You can have a public variable to reference the feature, set in the inspector. e.g. this script toggles the feature when pressing space bar.

dusk sage
#

Hello everyone, I've created a shader that does this effect. However to see the effect it renders it onto a UI panel which is really bad. I want to do this as a render feature but have no idea how.
Simple terms a 2d pixel metaball to make goo.
If anyone could help that would be fantastic, no stress either way.

#

I posted this in the shader channel but ut might be better suited here.

raw pulsar
queen cloak
warped roost
#

Is there anyway I can add screenspace reflections to my URP project without assets from the asset store? The reason I can't use the asset store is because of the "US restrictions" in Iran

verbal light
#

when and how does unity handle Stripping Vertex programs when building? My current project is taking ages to compile quick test builds because of my 30-40 shader variants in the project, where it has to run "stripping vertex programs" for each shader instance

warped sphinx
#

How to I get a basic URP material with Emissive color cranked to 11 to actually register as a strong bloom source?
No matter what threshold I set, it behave like it's barely brighter than the non-emissive materials around.
I'm used to HDRP, is it just something that doesn't really work in URP or there is something special to do?
Edit: Nevermind, found it: need to set the Camera/Output/HDR ON before bloom start behaving correctly.

placid laurel
#

Got any tips for more realistic exterior lighting?

placid laurel
#

This is what I have right now.

empty path
# placid laurel Got any tips for more realistic exterior lighting?

In what way?
If your object is dynamic, not much can be done but good ambient & directional light values.
If static, then baking sky and directional light, or setting it to "mixed" to still have some realtime light and realtime shadows which tend to be better than baked ones.

placid laurel
#

I set Sonic to Static.

empty path
#

I don't use URP but i don't think it has a big focus on lighting (that'd be more HDRP)
if your object is static, than you bake the light at a good quality and it should give you something good.

But you can't do much for something like sonic in the picture, maybe do the test on a small house to see the results of light baking.

#

ideally you'd also use capsule shadows to give your characters a nice indirect shadows under the char,
adds depth and helps ground the characters to the world -- but unity doesn't have capsule shadows.
There's an asset for it though.

nocturne finch
#

Any idea why this could be happening. The game view is like making constant copies of everything on the scene as I move around. And you might be wondering why I made the game on Universal Render Pipeline and not just a normal 3D project, and that is because I had a school project and I had to have it look good with the lightning but now I've decided to recicle it to make a map for a game.

#

So yeah, its a URP game, I think I may need to convert the project to normal 3D but I 'd rather not, all the textures would have to be redone.

#

Aparently Rigidbody doesn't work properly in URP either, well I think it's time to change

marble vigil
#

@nocturne finch Nothing in URP specifically causes this, and it doesn't touch Rigidbody code at all
I think you have much bigger problems in your project

nocturne finch
daring kraken
#

how do i edit a volume's weight? putting the volume into the script seems to work, but when i try to edit the weight (ex. volume.weight = 1f or volume.weight.value = 1f, though i've tried other things), i get the constant message when i play (not in the editor, that seems fine), NullReferenceException: Object reference not set to an instance of an object PlayerMovement.Start () (at Assets/Scripts/PlayerMovement.cs:58)

warped sphinx
#

Is there a way to get the same effect than HDRP "Transparent Depth Prepass" with shadergraph in URP?

ivory lava
#

I am working through a fog of war for an RTS style game. I got everything working using a texture and a decal projector in URP. However, it looks like decals projectors in URP do not support transparent surfaces, which mucks up my river (the river bleeds through visually). Anyone have a suggestion for an alternative? I'm early on in the project enough that alternative literally may be going to HDRP.. probably going to be a PC only title anyway.. But open to other ideas of how to draw fog of war on an entire landscape.

surreal dome
#

Why is it so difficult upgrading materials to URP in Unity 2021.2.7f1?

#

I just want to upgrade materials from a specific folder, how can I do that?

#

I would appreciate if someone could share some light

marble vigil
candid owl
#

Hi, I readback a 2K Depth texture with mipmap, cost 0.15s

#

Is it right?

#

Time spent on copy from RenderTexture to Texture2D

surreal dome
marble vigil
surreal dome
#

I thought it would change them

#

Thanks @marble vigil !

marble vigil
tribal lantern
#

why cant i use deffered in unity 2021, with latest urp? im getting profiler.beginsample errors

#

clean project

hidden pewter
#

hello would like to ask, is thr any issue or bugs with 2019.4.0f1 LTS with URP 3.7.1? Unity keeps crashing when i open up a scene

lusty sparrow
#

Hey. Whenever I add URP to my project graphic settings, I can only see UI in my game.

#

I've tried default URP renderer and 2D renderer

#

and please ping me if you want to answer

cobalt sonnet
#

Please could someone help me configure URP to get more fidelity out of my shadows? They have weird diagnonal stripes in them

stoic quiver
#

Is there any news if the URP package is gonna have more flexibility on how many dependencies to other packages it will have?

balmy fulcrum
#

Hello!
I am very confused on how to upgrade materials to the urp.
I have imported some assets that use shaders, which are shown pink in my project and i have tried upgrading it through Edit -> Render Pipeline -> ...
But it doesn't work.
This is what the console says:
Optimized Bark Material material was not upgraded. There's no upgrader to convert Hidden/Nature/Tree Creator Bark Optimized shader to selected pipeline

How can i make the shader work?
Thank you in advance

tribal lantern
#

so there is no way of creating a deffered urp project? becouse i still get the errors but not in forward

lime ridge
soft lion
soft lion
tribal lantern
#

even tried to reinstall unity dident work

#

try urself with a clean project think its the same problem

soft lion
#

I cant rn and in any case my laptop is too slow to make new projects 😅

tribal lantern
#

damn i just wanted to upgrade to urp deffered and i cant xD , dont wanna use forward

soft lion
#

Just out of curiosity: why?

tribal lantern
#

shader graph

soft lion
#

? How is deferred related to shader graph?

tribal lantern
#

oh trough u mean urp

#

i mean more lights

marble vigil
tribal lantern
#

u switched to deffered?

#

and have profiler on?

marble vigil
tribal lantern
#

damn thank u for finding that, then i will wait to upgrade 😄

sterile hemlock
#

Anyone know anything about this? Found it today hidden behind a URP_ENABLE_CLUSTERED_UI scripting define and it seems to work?

exotic egret
#

@balmy fulcrum You could try manually setting the shader to one of the URP shaders for those materials that didn't convert

#

I recently switched from using the Unity Built In Pipeline to the Universal Render Pipeline, but now I can't get the lights working, they don't even show up in the scene view when I add a new point or spot light. I maxed out the number of lights to 8 in the settings, and my scenes aren't particularly light heavy anyway. Just need to get some basic lights working again. Tried clearing cache. Tried deleting and resetting camera. Can't even make a Baked. Any ideas would be a lifesaver.

leaden granite
#

does URP Lit material support alpha between 1 and 254? I have a texture that is half alpha that isn't working properly with Lit>Transparent setting.

#

for example this is a screenshot of the image in Krita (image software).

#

however in unity, the whole top of the mushroom is 0 alpha:

#

the grey thing in this second image is a mesh hidden inside the mesh that will be emissive. this 3rd picture is showing what it looks like in blender where the dark parts are where the alpha is.

mystic delta
#

values are usually normalized 0-1

leaden granite
#

Or perhaps I'm misunderstanding. Does Transparent Lit URP shader support albedo alpha channel? Or is it purely for the overlay colour alpha channel?

#

Seems VERY weird that URP wouldn't have a basic shader that supports either alpha masks, or using alpha from the albedo.

mystic delta
#

Make sure you are using correct blending mode.

leaden granite
#

I've tried them all

mystic delta
#

It should match texture asset settings

#

might have wrong transparency mode set there

leaden granite
#

It looks okay to me.

#

Must be something wrong with the texture file, even though I'm fairly certain there isn't. Unless using albedo A channel is bugged in this version of unity.

mystic delta
#

Yea, should review export settings

leaden granite
#

I have done thrice already. Real strange.

mystic delta
#

You could try testing with any transparent file from google search to be sure

#

(there's a sort filter in the search by transparency)

leaden granite
#

fair point. I have others that i know work in blender cycles for example. I'll try one of those here

mystic delta
#

@leaden granite Do you have any light source on the scene btw?

#

Your material could be black just from absence of light

leaden granite
#

I'm currently using the cameras own lightsource. I'll try turn it off, bake, and let you know if anything changes.

#

the mushroom is static. so if that is the issue, it should fix it.

#

I tried a grass texture that has either 0 or 1, which worked fine. I don't think i have a texture with 0.5 alpha. although if that grass texture worked, i don't see why the mushroom albedo would be bugged/wrong on export since i also made that grass texture in krita, the same software

exotic egret
mystic delta
#

Updates sometimes mess up settings, try creating new project and test there, if it works compare what changed.

empty urchin
#

Does anyone know why the lights flicker off and on as I look around?

exotic egret
#

Maximum of 8 reached?

soft lion
empty urchin
#

thanks this might be the case!

exotic egret
exotic egret
#

It's weird that the spot lights and point lights dont even illuminate in the scene view.

#

i also notice my skybox isnt showing in broken light scene, but works upon play..

leaden granite
#

@exotic egret check if the lightbulb button at the top of scene view is off, if so, click it to turn it on

exotic egret
#

yep its on

exotic egret
#

GOT IT.... you need to add a "universal additional light data" script to existing lights.

lime niche
#

What does one do when a lot of asset's materials are broken due to legacy shaders?

steady vapor
#

rewrite the shader I guess

lime niche
steady vapor
#

sometimes they'll update them if you send them a nicely worded email

polar kettle
dry willow
snow sandal
#

hi yall. Aside from Lux URP Essentials, what is other must have asset should I buy ?

final crater
#

Hello guys

#

Is it possible to use shader graph in built in?

#

Or should I use urp

#

Thing is, urp doesn't support shadow point lights

dry willow
final crater
#

Yes Ik both of that but I heard there are some limitations to URP point lights in 2021

#

Also there may be some other limitations like in GI

marble vigil
final crater
#

Oh cool!

final crater
placid laurel
#

anyone know how to hide sprites in shadows with URP 2d light

pallid night
#

When enabling MSAA Anti Aliasing in the UniversalRP-HighQuality settings, these white lines appear on some objects. When I disable MSAA it's gone. Is there a fix for this to remove those white lines?

cyan talon
#

I believe it's because the camera depth texture doesn't use MSAA, so any depth-based effects are not MSAA-friendly

pallid night
#

So there's basically no simple fix, other than disabling MSAA or living with the artifacts?

cyan talon
#

Afaik, yes. Someone may know something to the contrary though

pallid vessel
#

URP 2D lighting is still broken on a bunch of samsung phones, has anyone found a fix yet? Reporting this issue a few weeks back 😦

pallid vessel
#

Can't even connect a debugger with unity 2021 because of how bad the debug situation is atm, engine needs quality of life update badly

placid laurel
#

hello?

#

how do i find the shaders / used by the Shadow Caster 2D?

#

i followed this tutorial

#

so now my player is hidden when outside of the light

#

but i want the same effect to come from shadows

#

as you can see illustrated here

#

i can see the player through shadows

#

when shadow intensity is at 1, the maximum, its still visible if you look very closely!

#

This has been causing me way more trouble than i'd like to admit

#

how come its still visible at 100% thick shadows

marble vigil
exotic egret
#

whats the best way to adjust shaders at runtime in URP? like if you wantto switch from the lit to unlit shader of material? During builds, it just renders the material missing and pink. I also can enable or disable emission either

final crater
final crater
#

Is this how it's supposed to look or can I make it better, I turned on auto generate lighting...

pastel summit
#

Ok. I'm having trouble with a set of materials not updating on shader change during runtime. I change a color property but there's something not re-rendering. It's a set of materials on a single meshrenderer. Is there a way to force the mesh renderer to re-draw or even just update its instanced materials?

#

I think this should change the color being rendered but it doesn't:
MeshRenderer myMeshRenderer = prismMeshRenderer; Material rendPrismTop = myMeshRenderer.materials.First(mat => mat.name.Contains(matPrismTop.name)); rendPrismTop.SetColor("ColorTop", letterNoMatchLightColor); Debug.Log("Top Renderer Color:" + rendPrismTop.GetColor("ColorTop"));

#

Is there a way to force a re-render of a single mesh?

marble vigil
final crater
#

Oh ok I'll do that

#

Nah I just expected the shadows to look better ya know

gusty geyser
#

turn off hard shadows in the lighting settings? I say it's unfair to judge the lighting engine when it's a default scene with 2 cubes w/ default materials but...

final crater
#

Alright

#

Well now I have a whole other problem

#

Why do my shadows look terrible

marble vigil
#

@final crater Do you have other messages in the console besides that one about shadow atlas resolution?

final crater
#

Nope I just went to another project and imported everything into jt

#

That one was just broken

marble vigil
#

I haven't run into that one before but looks like it's caused by shadow resolutions being too high compared to shadow atlas size, so it forces the resolution down

marble vigil
final crater
#

There

final crater
#

Every time I try to use URP I get major headaches from stuff like this

marble vigil
# final crater Dangit I knew there was a catch

URP is made for performance, HDRP is made for features, and built-in made for neither specifically
What matters is using the tools to their strengths and working around the weaknesses in either case

marble vigil
# final crater

This seems like it might be related to Input System
You could try enabling "both" option for using Input System and Input Manager
I had similar errors from a script using the Input System with "play mode options" enabled

final crater
#

Ohhh I remember having this issue

#

Thanks you

final crater
marble vigil
final crater
#

I don't really know, I messed with the cascades but that didn't give me a good result

#

Wait

#

I sort of fixed it now

#

I think

#

The shadows become terrible when viewed from far away however

final crater
soft lion
final crater
#

I dont think so

soft lion
#

Decreasing the max distance makes the shadows more crispy

marble vigil
# final crater

These pictures to my eye seem to be just demonstrating the cascades working as intended

final crater
#

Damn this is what I've been missing

marble vigil
#

Your max shadow distance is the limiting factor of how much shadow resolution you have to work with, per surface area
Cascades prioritize higher resolutions closer to the camera and lower further away

soft lion
#

@final crater also id not try messing with shadow cascades if you dont really know how shadow rendering/cascades work. Default values should work very nicely automatically

final crater
final crater
soft lion
#

Maybe from those 3 dots on the right up corner of shadow menu

#

I dont really know

final crater
#

It just shows some extra unnecessary stuff

marble vigil
#

The other limiting factor is shadow resolution per light
I see you've increased shadow resolution to 4K and pixel light limit to 8
For every shadow casting light it becomes more difficult for the shadows to fit into the shadow atlas, so light resolution starts getting culled to make it happen
This is not exclusive to URP, mind you, but URP forces you to be mindful of how much resolution you're using

soft lion
final crater
final crater
#

Should I increase the pixel light limit?

#

Nvm it's maxed out

marble vigil
final crater
#

Also I've heard of this shadow acne problem

marble vigil
#

You can create a new quality asset here, which should have default values

final crater
#

I did but it's at the lowest setting

#

Also now my shadows look great and I'm sooo releived cuz finally I understand it

#

Thank you soo much

marble vigil
final crater
#

Ohh ok got it now

#

Oh also I've found that the edges of my shadows do this weird movement

#

Like zigzagging idk how to explaing it

exotic egret
ivory prism
#

i've already done a memory diagnostic.. i know my RAM is (probably) fine

final crater
#

Doesn't seem like a veryy inconvenient limitation

final crater
#

My question is, does the limitation decrease in built in or HDRP?

final crater
#

Alright thanks a lot, also how come you haven't run into this issue

pastel summit
marble vigil
final crater
#

Huh alright

#

It's just that when I'm making something I don't want to have to worry about how many lights I've already placed in addition to everything else. Anyways, thanks again

exotic egret
#

@pastel summit im looking through the shader via edit right now... I see things like shader_feature_local_fragment _EMISSION .. is this what your are referring to?

#

trying to fix...

selectionRenderer.material.EnableKeyword("_EMISSION");
selectionRenderer.material.SetColor("_EmissionColor", Color.red);
pastel summit
#

If you're following the same tutorial I was, of course.

exotic egret
#

@pastel summit confused about case GuessResponse.PresentCorrectLocation: thanks for the help though appreciate it

#

so the emisison color has some weird GUID name i get that, but i commented that out and still cant even get the emissions to turn on at runtime in build

#

now im trying to add other code like :

selectionRenderer.material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.RealtimeEmissive;
#

no luck... i dont even need to use this approach if I could just find a quick and elegant way to either light something up and make things glow/blink in the URP. I tried the approach of changing shaders to unlit too, that just led to pink materials in realtime. thanks again for all your help guys 👍

#

OMG I figured it out... this is unbelieveably frustrating you wont believe the solution...

#

From a dev on the forum "Have you set a non black emissive color and enabled the toggle to use the emission intensity before.
Also note that we have an check that is made in the inspector that enables a define for emission only when the color is not full black. Else the emission code is stripped out, and changing the values at runtime will have no effect.
An easy fix it to set a very low (0,0,1/255) emission color value."

#

thats not very fair lol....

#

so if anyone else is having a glow issue, remember you can not toggle the emission bool, you have have it turned on and set really low initially or else the code is stripped completely and wont run at runtime

#

I call shenanigans 🤭 😃

#

at least add a remark in the inspector... thanks for the leads though the language here helped me find it in a forum. 👍

exotic egret
#

another solution is to enable the emission on awake and then add the color at runtime. hope this helps someone 😄

marble salmon
#

So if I would order FBX from designer, yet my project is still not in complete state, and bent to change. Is is valid request to make materials and textures reusable and not prebaked?

marble vigil
ivory parcel
#

Does anybody know why GetStereoProjectionMatrix and GetStereoViewMatrix are the identity matrix for oculus? It doesn't make sense to me

if (renderingData.cameraData.xrRendering) {
                        Debug.Log("Camera stereo");
                        var projLeft = camera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
                        var viewLeft = camera.GetStereoViewMatrix(Camera.StereoscopicEye.Left);
                        viewProjLeft = projLeft * viewLeft;
                        Debug.Log($"viewProjLeft: {viewProjLeft}"); // identity matrix!

                        var projRight = camera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
                        var viewRight = camera.GetStereoViewMatrix(Camera.StereoscopicEye.Right);
                        viewProjRight = projRight * viewRight;
                        Debug.Log($"viewProjRight: {viewProjRight}"); // identity matrix!
                    }
#

It seems that those options are not for oculus.. Does anybody have an idea how to get those matrices for oculus?

final crater
#

Hey guys I just wanna ask are there any issues with baking lightmaps in URP

placid laurel
#

Anyone know anything about URP?

#

i edited the sprite-lit-default material shader to have sprites disappear when they're outside of the light instead of just turning black

#

now i want to find out how to do the same thing with shadows. but after investigation it seems the shadows are just Meshes rendering. CommandBuffer.DrawMesh

#

so how would i go about trying to make players invisible in the shadows

#

Wait. With a bit more looking around it seems as though sprite-lit-default shader also has logic for shadows

marble salmon
#

or maybe there is some magical another way

timber glade
#

That's a broad issue. Depends on much. Style being a big one I should think

marble salmon
#

Yea that is the problem. I spend a week trying to explain that to my superiors... but they seems to ignore the STYLE part at all. as they want to have product as adaptable as possible. Which in my eyes is Huge problem. But you know.... sometimes you just need to do what is told. Lets say it is CGI semi realistic style. Like games you know you are playing video game, but not look totally bad. In my eyes baking light into textures is out of question. and jsut let Unity bake lights map to make it look decent.and models to have materials prepared, but textures be on materials only, no object fixed textures. That way I would lose quality, but win adaptibility......

marble vigil
half token
#

Hey guys I'm searching for UI Blur in Unity URP for the past 2 weeks I ended up founding a solution that works on multiple canvases but the blur algorithm is not very good, since the URP renders all objects at one time standart blur shaders not working on the UI overlapping images blocking the other images so if you know any solution to this I really aprecciate the help

warped skiff
#

I tiried testing these out but they don't seem to work

#

is it just my pc or are they broken on latest urp?

#

it seems some of them use lwrp and cause compatibilty issues on my end

fast cradle
#

I am trying to replace a blit in a render pass with cmd.DrawMesh because blit does not work with VR. But I still need to read and write from the camera color target. So I have to blit into a temporary texture first.
How can I assign a temp render texture to a material?

dry willow
fast cradle
warped skiff
#

why am i getting this error

dry willow
# warped skiff why am i getting this error

I would assume you're using an older version of URP that doesn't have the OnCameraSetup method as part of the ScriptableRenderPass class . You may need to try a different branch on the UniversalRenderingExamples repo to find scripts compatible with your version.

warped skiff
#

package manager says im on the latest

#

and it says my version should be compatible

dry willow
#

What URP version is available will depend on the Unity version too

warped skiff
dry willow
warped skiff
#

im on unity 2019.4.3

warped skiff
#

the fullscreen quad pass?

#

idk what to do with that

dry willow
#

The Blit.cs and BlitPass.cs are more equivalent to the DrawFullscreenFeature / DrawFullscreenPass in the master branch.

fast cradle
#

"Now uses cmd.DrawMesh with fullscreen quad instead of cmd.Blit to avoid issues with single pass instanced VR/XR" Oh you already fixed it 😅

dry willow
# fast cradle "Now uses cmd.DrawMesh with fullscreen quad instead of cmd.Blit to avoid issues ...

Yea, the master branch still uses blit currently but that cmd-DrawMesh branch is an attempt to fix it for VR. It hasn't been tested that thoroughly but I've had a couple people confirm it works.
It does require the BlitDirectly shader to be added to the Always Included Shaders to work in builds, though I'm thinking of swapping that out just for the Hidden/BlitCopy shader which I think would be included automatically.

fast cradle
#

Mhh 🤔 with my shader graph shader it simply renders the whole screen white in MP and the whole screen black in SP

dry willow
#

If you're using a texture property make sure it's set to _MainTex and is not exposed

#

Though I'm also not sure if you can use shader graph as it would probably use SAMPLE_TEXTURE2D and not SAMPLE_TEXTURE2D_X which is required for it to work in both eyes I guess 🤔

#

Can probably use a custom function

fast cradle
dry willow
# fast cradle yep that might be the reason

Try a custom function (file mode) with something like

TEXTURE2D_X(_MainTex);
SAMPLER(sampler_MainTex);

void SampleMainTex_float(float2 uv, out float4 Out) {
    Out = SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, uv);
}
fast cradle
#

Thx I will try this tomorrow asap as I have to leave now. But thx a lot for your help 🙏

uneven mauve
#

im trying to use exponential fog in URP and it keeps coming out like this whenever i build it

#

ive tried setting the shader stripping to manual but it doesnt seem to work at all

#

i could use linear or exponential squared but they look nowhere near as good

#

this is what it should look like, it works in the editor just fine

#

ive tried a lot of things but non of them seem to work :(

#

the fog works on any non custom regular default unlit shaders too

#

so I'm not too sure what's happening and it has me pretty stumped

final crater
#

Guys how to add ambient occlusion in urp

#

I can't see it in post processing I think mine is broken somehow

final crater
#

Nevermind it's now ssao

uneven mauve
#

narrowed it down further

#

now its only the shaders i used the shader graph to make that have the issue

uneven mauve
#

I'm sure this means I have to include something in my shader graph but I can't really find any documentation or what

#

or a setting or something

marble vigil
uneven mauve
#

pretty basic, just so i can tune a few colour aspects of the trees

#

for windows?

#

yeah

#

im not sure ive really never had an issue with this

#

but ive been struggling with it all day

#

but as you can see here the column on this lampost has the correct fog but no other parts?

#

and the ground

uneven mauve
#

i also change the fog colour and stuff at runtime a lot?

#

which doesnt work

#

mannn

#

and it works perfectly in the editor

marble vigil
#

@uneven mauve I can reproduce the issue but it seems unbudging
Linear fog works but exponential and exponential squared don't

uneven mauve
#

when i change it to linear the fog colour no longer matches the background colour and you can see the trees pop in when its built?

#

also it just doesnt seem to be working about

#

i can see lights all the way down

#

same view looks like this in the editor

#

im really confused

marble vigil
uneven mauve
#

yeah the fog just isnt working now :(

#

linear isnt ideal but if its the only thing that works it will have to do

#

so strange

marble vigil
#

There might need to be a bug report about the exponential fog
You still have some options though
One trick to smooth out fog is to fade to sky texture instead of solid color, but I don't know how exactly that's done

uneven mauve
#

true! ive just been banging my head against this all day :(

#

it might just be unsolvable

marble vigil
#

@uneven mauve I found that switching to deferred rendering makes the exponential fog work on lit shader graphs

#

But weirdly unlit shader graphs that sample their color using Fog node do not

uneven mauve
#

wheres this setting?

marble vigil
#

Quality setting assets refer a "renderer" asset which has the option

uneven mauve
#

trying it out now!

#

yay! works just perfectly thank you so much

#

i swear it always comes down to one incorrect setting

marble vigil
#

Well, deferred rendering is not supposed to fix it so it's not really a correct setting in that sense

uneven mauve
#

i surely hope this doesnt cause issues then

#

yep

marble vigil
#

This is a known issue and will be fixed in the next patch

#

From a quick glance it didn't seem to break the profiler

uneven mauve
#

no it runs just fine and still runs fine when built

marble vigil
uneven mauve
#

would you say it's harder to work with than the forward renderer?

marble vigil
uneven mauve
#

yeah ive been reading about it and they arent too different. just a bit less performant as well as some other quirks

#

and also random stuff just not appearing now?

#

no trees theyre gone

#

lord

#

lmao sorry for taking a picture of nothing and saying theres nothing there

marble vigil
#

That's kinda the whole point

uneven mauve
#

yes ive read! amazing but my game is in the dark a lot

#

rrr

#

so frustrating

#

im trying to do stuff but i always get caught on silly engine stuff like this

#

thank you so much for your help though

#

im sure itll be all sorted soon

marble vigil
#

Good luck ^^

uneven mauve
#

<3

#

reimporting my shaders and trying again

#

so switching things back to forward they appear and in deffered they dissapear

#

it worked fine the fiirst time? and its only certain things?

#

im not sure i think im going to throw it in for tonight

#

im not sure i feel like it really could be overcome in the forward renderer because its still only some shaders and not others?

#

must be something im missing

timber glade
#

Anyway to overwrite or replace the default Lit material?

#

Been searching for a while but no (usable) joy yet

#

Mostly wanna add vertexcolor to it so my imported fbxes get correct color without extra work but so far no bueno

warm quartz
#

@timber glade You'll have to create a new material. It's very easy to make a shader graph where you stick a Vertex Color node into the "albedo" output. This will create a shader with your desired behavior.

timber glade
#

yep, already have that working I'd just like to make it easier for the rest of my team as we'll be importing lots of objects at once

warm quartz
timber glade
#

yup

#

I've done a bit with that but still run into lots of issues

#

I can assign a material in the onmaterialassign step but haven't figured out how to hook up textures like the default lit one is setup to do and add a new material to the bundle that makes up the fbx (like the default process does it)

#

I just pass in my custom vert color shader but its not ideal cause it ignores all the _baseTextures & whatnot that was found on the materialdescription step

#

not to mention it simply assigns the one base material to all models, so they all share the same material (so modifying it affects all models due to the shared mat)

#

(also tangentially why do the old docs have script examples but all the new docs don't :'()

fast cradle
#

Hey @dry willow. I found out that the texture sampler is not the main probelm why it doesnt work with SPI. Just outputting a red color with shader graph still results in a black image

dry willow
fast cradle
#

A simple HLSL color inversion shader works with your render pass. But it has the side effect of a flickering occlusion mask

#

It rapidly switches between black and white occlusion mask:

#

Interestingly with multi pass its one black and one white eye:

dry willow
#

ZTest NotEqual and outputting output.positionCS = float4(input.positionOS.xy, UNITY_NEAR_CLIP_VALUE, 1.0); might be a good way to handle it, rather than trying to offset it by a small amount

fast cradle
dry willow
#

I've only tested with Multi Pass though (SPI doesn't seem to be working at all for me, might be a bug with this unity version idk)

fast cradle
#

It works 👍

#

no more flickering

fast cradle
dry willow
copper pilot
#

Is deferred still the only option for getting shadows from multiple point lights in URP?

marble vigil
copper pilot
#

They don't seem to for me, even with additional lights per pixel enabled

fast cradle
#

This is the same shader that works in the other project, which is more complicated though

dry willow
#

Maybe check the Frame debugger to see if the feature is being run

fast cradle
#

So it inverts twice which results in the same image

#

Well the second one is the BlitDirectly. Which makes sense but it somehow blits the unchanged (non inverted texture) into the render target

dry willow
# fast cradle Well the second one is the BlitDirectly. Which makes sense but it somehow blits ...

Yeah it's doing it twice to avoid drawing the render target to itself (though I don't really know if that's actually required. That's usually how blits are handled though).
I think the problem is the shader is using ZWrite On, when it should be Off. I suppose technically I shouldn't even be using the cameraDepthTexture for the first DrawMesh, only the second one. But having ZWrite Off still might be important in order to do multiple features to the same target.

fast cradle
#

Thats the first Draw Mesh

#

and thats the second one

dry willow
fast cradle
#

So it works when turning ZWrite Off

#

I think it shouldnt even need the depth render target then does it?

dry willow
fast cradle
fast cradle
#

@dry willow Sadly I can also confirm that it does not work with 2021.2:

fast cradle
#

@dry willow Sry forget what I just said. It works flawlessly 😄

dry willow
fast cradle
#

Yeah sry I had the wrong branch checked out in the 2021.2.5f1 project 😬

marble vigil
#

@uneven mauve The exponential fog on forward rendering with shader graph materials on windows build works in 2022.1.0b8 at least

uneven mauve
#

Oh thats good

#

that it has been fixed

#

but im still on 2021 :(

marble vigil
#

2021.2. and 2022.1. versions are different enough that it's possible the bug never existed on 2022.1.

#

And different enough that you probably shouldn't rush to upgrade even if it was out of beta

final crater
#

Uh guys, I built my game and now all my shadows are gone

#

I got this error

final crater
#

Anybody?

#

Also the light from my flashlight isn't working

marble vigil
#

"Isn't working" is not really much to go on

marble vigil
nova parrot
#

I accidentally opened this menu, anyone knows what it is about?

#

Or how to open it?

merry monolith
#

@nova parrot on gamepad you press both thumbsticks down at the same time. Cant remember keyboard combo but should be mentioned somewhere in the docs

#

You are looking at runtime debug menus. You only see that in editor and in development builds.

marble vigil
#

@uneven mauve I filed a bug report for the exponential fog thing btw, so you don't have to

uneven mauve
#

i also did!

marble vigil
#

the more the merrier 😄

uneven mauve
#

hopefully it gets back

simple scroll
#

im having some funky issues
im only seeing textures and shadows if something is at a certain angle
lemme send video

#

sorry for posting in 2 channels btw

#

idk which one is better

marble vigil
uneven mauve
#

awesome! yeah i just got an email

final crater
#

They're gone only in the build, I'm building for windows, and it's using max quality setting

#

Also I did the get quality setting function and it gave me 2

#

Acc, I think the lights are just non existant in my build

final crater
#

I disabled my directional light and in the build it looks like this

#

Ok so I changed the urp asset and it fixed itself, I'll see what happens when I go back

#

Yep there is something wrong with the high fidelty urp asset that I'm using

#

Yep I fixed it

#

Wonder what caused it...

wary sequoia
#

hey, whats my problem here?

simple scroll
wary sequoia
#

I have never used shaders before, could you explain?

#

Oh I just forgot to save it

#

never mind

spring depot
#

I have an issue with URP and a Render Texture.
in Editor, the Render Texture looks as expected, in build it is either completely black, or completely transparent

#

Build is Windows 10, not any kind of special device

#

I've tried setting different Color Formats

#

different color formats make it appear as either pure black, or completely invisible 100% transparent

#

none of them made it look like it looks in editor

#

this is my debug shader right now, this works in Editor, the material using this shader shows the Render Texture, but in Build, its pure black

#

😐 suddenly its working again, which brings me no peace of mind at all, since I have no idea why its working now

#

I changed nothing, all I did was strip the scene down to next to nothing, it started working.
I then rolled back to before I stripped the scene down to nothing, and it continued to work

#

aaand its back to not working again

#

I have no answers

#

all I did was build again

merry monolith
#

@spring depot how do you fill the RT?

#

If you use CRT with URP SG pass, it is possible shader stripper just removes the pass used as it may think that shader wasnt being used

formal cedar
#

hi everyone,
I've set VSync Count in Quality Settings to "Every V Blank" but the fps doesn't cap at the refresh rate of monitor.
Does anyone know why?

soft lion
fossil lily
formal cedar
#

still not work

karmic mantle
#

How can I access the shadows bool using another script? (URP)

formal cedar
#

I changed the VSync Count to "Every Second VBlank" and enabled VSync in GameView but the FPS still ~ 140

formal cedar
#

I'm using 144hz monitor

soft lion
formal cedar
#

but I set the VSync Count to "Every Second VBlank", not "Every VBlank"

#

it should cap at 72 fps

soft lion
#

true...

#

@formal cedar actually I think the vsync count on quality settings doesn't affect the game view vsync at all

#

so in game view it's still the same

formal cedar
#

so where to set the vsync count?

soft lion
#

It may be you can't (on editor)

#

not sure

formal cedar
#

😔

marble vigil
#

What do you need it for?

soft lion
formal cedar
#

yeah, I will try on build

remote storm
#

how to get the best out of URP's texture settings (like how do we use detail maps properly as an example).
im trying to get my urp project to look similar to my urp project as close as possible without 3rd party stuff unless it's free and easy to use (im not very bright and have no money).
i can post a youtube link to my hdrp project for comparison.
im having to go to urp instead of hdrp mid way through my project because my pc can't run it on build and other reasons.

spring depot
#

I have been doing a lot of debugging looking into this, and as far as I can tell the Render Texture breaks when a sprite that has been instantiated by the Addressable system attempts to render the RT

#

if I place the instantiated prefab myself in editor by dragging it in, the render texture functions as expected, but if I use my runtime code to instantiate it, that one when rendering the RT will render pure black

#

going through my code now to try to see if I am doing anything dumb when I instantiate it, looking for differences between the original and the instantiated version

spring depot
#

Is it possible that something is being done to the sprite renderer that is in the scene at launch that isn't being done to the sprite renderer when the addressables instantiates the prefab?

Thats all I can think of that is different between prefabs that are in the scene at game start, vs ones that get instantiated from addressables later on

#

I think I solved it, got it working in build at least.
instantiated rooms render textures were black, because when you instantiate a room with the addressable systems, its a clone, not the original
which was cloning every material the room was using
so the instantiated room's materials werent changing when I made changes to the originals since theirs became unique on instantiation
and this ONLY happens in Build, not in Editor
in Editor it doesnt duplicate the material, it keeps its reference to the original so changing the original works there but not in build

tall quiver
#

Im not sure how I did it, but i ran into a problem with URP. The scene view is grey and the camera view is black. The console meantime shows an index out of range error in UniversalRenderPipelineAsset.cs in the package cache for URP

#

im quite befuddled at what is going on, considering the last thing I did was to disable a camera in play mode because another one was running. next thing I knew my scene view rendered nothing...

#

I have reset the library packages (deleted and let unity regenerate them), but that didn't seem to work this time

tall quiver
#

New discovery, the URP assets seem to be empty.... I was able to suss out that the original error in the previous screenshot is related to the URP asset not having a default renderer, but now a new index error had made itself known, relating to light cookie formats. Im sure this is related to the empty URP assets somehow..

marble vigil
tall quiver
#

when i delete the renderer, thats when the URP asset values reappear

#

so my hunch is its something to do with the renderer settings? I checked where i knew to look, but no luck so far

marble vigil
tall quiver
marble vigil
#

Well that's all the obvious stuff out of the way

tall quiver
#

my knowledge unfortunately is somewhat surface level as well 😅

#

im betting its a single value somewhere thats out of place...

#

as mentioned, just before this happened I disabled one of two cameras that were active at the same time

plucky atlas
#

hey there,
I'm having a problem with the URP material. I want to use perlin noise on the material of the sprite. I checked the perlin noise function already by debugging and the color values were different but when I looked at the sprite in the scene view or game view it looks completely white

#

I experimented a bit and for some reason it works only with images and only if their image color isn't set completely white

#

also, when the sprite renderer doesn't have a sprite assigned to, the material of it actually uses the right perlin noise texture but the sprite is still white

#

when the sprite renderer already has a sprite, it doesn't get the perlin noise texture assigned anyway

#

this is the unlit shader graphi I'm using for the material

#

I'm using 2020.3..29f1

plucky atlas
#

or generally, how can I add perlin noise to the material of a sprite renderer?

nimble bolt
#

Why do my shadows look like this even with these settings?

#

It's rather distracting

marble vigil
#

@nimble bolt Settings on the light itself?

nimble bolt
marble vigil
#

also your cascades are kind of wonky

nimble bolt
#

Oh

#

Even if I enable and disable soft shadows in the quality settings it does nothing

#

What do you think the cascade settings should be

marble vigil
#

Or like this with 4

#

Your shadow max distance determines the total amount of resoution your shadows will have, so if you can afford to lower it to 50 from 100 you'll double the resolution you get

marble vigil
nimble bolt
#

I just changed all of those and unfortunately nothing happened

marble vigil
#

The cascades and distance aren't related to the blockiness itself directly, but important for good shadows

marble vigil
#

Oops false alarm, I had turned the light's soft shadows off and forgot about it

nimble bolt
#

I had this same issue last night. Do you think I should just create a new project and import all my stuff from this one to that one?

marble vigil
nimble bolt
#

Will have to just move it over

soft lion
nimble bolt
#

Switching to a new project fixed it

soft lion
nimble bolt
#

Ikr but for whatever reason it didn't

#

Which sucks

soft lion
#

Maybe your cascades messed it up

soft lion
nimble bolt
#

I did try to change that

soft lion
#

Dont know then

#

Doesnt really matter if you got it working

uneven mauve
#

@marble vigil update dropped and now it works!

tall quiver
tall quiver
tall quiver
#

I figured doing that manually and discovered that cleaning out the entire content of the URP settings folder and replacing them with fresh URP assets from a new project fixed things... I have to do a bit of work to get things working properly once more, but it works now! It seems that the problem was in the renderer or settings assets.

marble vigil
tall quiver
marble vigil
tall quiver
livid willow
#

How would I make the material here not scale the texture down based on the object size?

solemn isle
#

You can either use Triplanar texture, or divide uv by object scale

boreal crystal
#

Hello everyone! Anyone knows why ShaderData.SubShader.PassCount returns totally incorrect data for URP default Lit shader? Here is the thread I created with screenshots and more detail: https://forum.unity.com/threads/shaderdata-subshader-returns-incorrect-passcount-for-lit-shader.1243555/

dry willow
proven berry
#

Im trying to change the deferred shading but all the methods to do it aren't working, i started from a template and im using urp

river prawn
#

Any idea why I would have seems between separate objects that share vertices? I thought it was because the edge vertices calculated normals without knowing about their neighbors, after fixing that it looks a lot better, but still not seamless. Before and after pictures below:
Is this a urp problem?

#

with chunk selected:

proven berry
#

Im trying to change the deferred shading but all the methods to do it aren't working, i started from a template and im using urp

soft lion
river prawn
#

alright I'll give it a look over ty for the help

soft lion
#

You could probably explain your problem and the way you have tried to solve it with details on #archived-code-general

river prawn
#

oh wait

#

if i were to disable urp that would show me if its urp related yeah?

soft lion
#

Id not bother. As mentioned, your render pipeline doesnt manipulate your normals

river prawn
#

alright well ty

soft lion
#

Normals gets interpolated exactly same way on any render pipeline (assuming youre using the build in shaders, with custom shaders you would be able to mess things up but still dont think so)

river prawn
#

good to know

earnest mountain
#

I'm getting this error when i try to make a urp file

merry monolith
#

@earnest mountain drive full?

shut fern
#

How to fix low quality of textures when imported to Unity

#

Hello does anybody have a guide on properly importing textures into Unity.

#

with URP

marble vigil
#

I haven't faced unexpected texture resolution drops, so hard to say

merry monolith
#

@shut fernwhat resolution are your textures at?

#

basically you can override the per platform resolution from each texture separately if needed. but this wouldn't be an issue for regular desktop use typically

#

I ask about the texture resolution because if you did something silly and had like 4k texture for that object, Unity could limit the default resolution for the textures to something lower

#

this isn't URP specific

candid tide
#

how do i make the texture tile

candid tide
#

instead of stretching

sharp quartz
#

How do you access a VolumeProfile's parameters in script?