#archived-urp

1 messages · Page 28 of 1

rigid roost
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Okay so. If I were to make a shader that would cut a hole in a mesh, like a cylinder, how would I go about doing that

ripe pumice
rigid roost
mint trail
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Okay, so uh
Everything in my unity project that uses URP textures is just pink, even if I update all my textures.
I would really appreciate a solution for this

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Seriously.

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Even in a Unity project built with the URP settings, the URP materials are still a bright pink.

marble vigil
mint trail
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Not the initial template, funny enough

dry willow
mint trail
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Oh! Aw crap, that sounds like that’ll do it.

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Thank you very much!!

lament canopy
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I am using URP for pc project for the first time and I noticed this bug.

soft lion
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Could you use words to describe your problem?

lament canopy
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URP is using Shadow atlas technique for Addational light. Instead of using the light shadow resolution to calculate the soft shadow, it uses the shadow atlas resolution. which means faulty soft shadow.

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atlas resolution 1024 - Spotlight shadow resolution 1024
correct soft shadow.

atlas resolution 4096 - Spotlight shadow resolution 1024
wrong soft shadow

violet bison
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I cannot stack my cameras. The "Overlay" option is for some reason greyed out...

iron compass
violet bison
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Yes. I am.

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I think?

iron compass
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then change that to forward

violet bison
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doesn't that mess up the lights?

iron compass
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it messes up performance if you have many light sources

violet bison
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yeah, that's be my project currently...

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so no stacking if I've got deferred?

iron compass
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correct

sand zinc
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does anyone know how to access URP decal components through script?

violet bison
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can I even layer a camera on top of my current one?
As you'd do without URP in the first place.

tiny quail
violet bison
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I don't want my items clipping into walls.

iron compass
violet bison
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that'd make them affect the world around them (I don't want that). I want them to only be visible in front visually.

solemn isle
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Does anybody know, how additional lights work in URP? I get very inconsistent results with them with a fullscreen shader.

How does Unity pick which additional lights are available?

fossil lily
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dont know if unity will ever make a blog post or video for it since it's something a lot of people ask and end up going with 2 camera approach

ripe pumice
timber glade
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There's a limit to how many additional lights are available

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And if it's a low amount and there is more around than the limit it'll just ignore the further away ones iirc

solemn isle
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Additional lights count seems to always be zero, then randomly corrects value, then randomly goes to zero again.

It works fine with normal surface shaders, but fullscreen blits behave weirdly.

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I have some suspicions, but I'm still going trough urp source code

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Funnily, renderingData.lightData.additionalLightsCount always contains the correct value of visible lights from C#.

warm cliff
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Hey guys, I'm creating a top-down stealth game where making a loud noise triggers a visible sound wave. I want the sound wave to be an invisible sphere the expands from the sound's origin point and renders a lightly-colored line on wherever it makes contact with the environment sort of like so:

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Does anyone know how would I do this in URP?

merry monolith
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@warm cliff search for keywords: intersection shader graph

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you should find some tutorials on the topic with that

warm cliff
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Thank you

soft lion
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Seems like depth texture magic

merry monolith
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in the nutshell you basically check from scene depth and vertex position if they are close enough to be drawn as intersection

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it's not a whole lot of nodes to implement this

sweet flower
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Why is the camera preview and in-game view so shitty compared to the unity editor view? The colors seem to have lost their HDR. (URP)

marble vigil
sweet flower
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i think the camera does not have HDR tone mapping enabled but i don’t see a way to enable it

marble vigil
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Not a switch you would easily hit by accident

sweet flower
marble vigil
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@sweet flower Well, since the mystery wasn't solved with the obvious stuff, I'd test and see if it happens in a blank scene, if so, in a blank scene in a new project

ocean quest
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hey so I followed a tutorial to install the URP and I need to upgrade my materials as everything is pink right now. However when i go to "Window > Rendering > Render Pipeline Converter" my materials dont show up, does anyone know a reason or fix to this? im not sure why

ocean quest
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Update, its now broken my project .-.

placid laurel
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sorry to hear that

ocean quest
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Took me about 2hrs to figure out tho

placid laurel
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big oof but at leas t it is fixed

ocean quest
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All fixed and got my shaders working

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Character is just temp, was just testing stuff aha

mystic crescent
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Hello. Is there a way to mask smoothness in URP/Lit? I have an object made of wood and metal, I don't want the wood to have any smoothness but the metal should be nice and shiny.

I have made a metallic map which works fine, but the smoothness slider seems to affect the entire object

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Ah ok, I figured out I can use the alpha channel of my metallic map to "mask" smoothness on the object, where alpha values of 1 respond to the smoothness values and values of 0 ignore it

pastel pagoda
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Is there a way, to tell to the RenderObject to ignore ONE layer?

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What i mean is to render on top of it while being rendered behind everything what is infront of it.

pastel pagoda
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I want to fix this

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I found the solution, but it is a little too cumbersome

jagged dock
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why does my shader's alpha is red?

exotic hare
wanton roost
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anyone know why a SpriteRenderer with flip ticked no longer shows up via a RenderObjects material pass?

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flipped sprite on the left, unflipped on the right

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seems to also be the case with any negatively scaled objects

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fixed it in my shader by disabling backface culling

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\o/

lilac scaffold
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How would i be able to make this scene look better?

balmy hearth
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quality wise or interior design wise?

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if interior design wise this would be my ideas

warm cliff
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@balmy hearth is absolutely right. Lighting would also work wonders on this. The outside light coming through the door and casting shadows across the floor, perhaps some interior lamps or light coming from the floor above, etc ❤️

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Now that I think about it, pinging kx actually wasn’t necessary lol

balmy hearth
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its alright, i was in this channel lurking anyways

lilac scaffold
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oh very interesting, those are amazing ideas both of them, thanks for the feedback👍

warm cliff
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Np! I wish you really good luck with this XD

balmy hearth
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good luch

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i dont know what the game is about, but maybe you could add some hunting guns?

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as show obviously

lilac scaffold
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sure ill add some, for show cause its for a game jam so I don't have much time to add many features and very small details

warm cliff
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You could always look up reference pics

ivory prism
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why is my shadow so chunky

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shad res is 4096

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shadow is set to hard shadow

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tried setting normal bias to 0

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soft shadows also look bad

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i've checked vertx's guide and there's nothing about it

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idc about the performance i want the shadows crispy

mystic delta
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Setup cascade shadows, so it will use more detailed one up close.

ivory prism
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nothing I read suggested doing that.. !yw

jagged dock
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why does my shader's alpha is red?

soft lion
# ivory prism

Also keep the shadow distance as small as you can to get sharper shadows

slim vault
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For some reason I don't have any shadows in game build, while I have no problem in editor itself.
I know about quality settings, but even changing it in game doesn't help.
Any help? 2021.2.8f

warm cliff
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@slim vault Could it be that your camera is too far away to render the shadows?

slim vault
warm cliff
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Ah classic

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Welp good for you! XD

tired fable
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you should set your directional light to important

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turn off all other realtime shadows other than that one

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and modify your quality to have one cascade

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you can add more cascades back to what makes sense for your scene physically later

marble vigil
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2021.2.12f1 fixed a lot of weird bugs, especially the sort that appeared in only builds

rain condor
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hey guys i have a problem in a URP project w/ world space canvases

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what is up with the blue line? it should not be broken like that but straight

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googling about this sadly only brings up line renderer issues

dense cairn
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I'm trying to follow the instructions to create a Universal Render Pipeline. I have a 2D project and went to Assets > Create > [this is where Rendering should be]. The option for Rendering to create a Pipeline Asset isn't there. Anyone know the reason/how to fix it?

dense cairn
copper pilot
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Don't worry, happens to everyone 😄

unkempt pivot
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hey, I'm getting this weird shadow thing
unity 2020.3
Using URP

pearl parrot
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whats so weird about it?

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i don't really see anything wrong about it

cyan talon
pearl parrot
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ohhh

subtle harness
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adding the "decal" render feature on my pipeline asset tanks my framerate even without any decals spawned, basically cuts it in half from 40 to 20fps. Anyone know what I can do to optimize this? Or are unity decals just unusable?

clear sentinel
ocean quest
copper pilot
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@subtle harness I switched to Driven Decals on github. Unity's decal feature is hot garbage.

echo pier
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Hello, I have one question about URP and bloom, I'm working on a URP 2D project and want to use bloom, but I want to use bloom only on specific objects, can this be accomplish and if so, how?

soft lion
echo pier
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Or i still use HDR color on them and decrease intensity below threshold?

soft lion
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I think you have to make sprite shader graph in order to use HDR colors for sprites

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so if you set the threshold to 1, only objects with that shader/material should be affected by the bloom

empty drift
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Hey I kinda need help here, i made some assets in blender and now wanted to import them to my unity project where im using URP.
But if i import materials to my unity project they just turn grey or atleast dont look like they looked in blender. Does anyone know how to import them properly?

warm cliff
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Hey there @empty drift What you should probably do is import the materials separately and apply them Unity

craggy echo
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Hey. I had URP in my project, with all my materials upgraded to it. for some reason, I've decided to switch back to the Built-In Renderer. How can I again upgrade my materials to the default renderer?

candid forum
thorn pulsar
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Hi guys, i have trouble understanding something about the packages and package folder. Basicly, when i include something like #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl", the file is not actually located into the Package folder but in Library/PackageCache/com.unity.render-pipelines.universal@10.7.0/ShaderLibrary/Core.hlsl
I have trouble to understand how it works and why it is that way. My issue here, is that i try to setup VSCode to recognize my #include files with an hlsl intellisense extension, but since it is referenced in the Packages folder but there is nothing in it, it doesn't work. Does anyone has a solution around this?

sand zinc
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does anyone know how to make a decal only affect certain objects/layers/materials?

maiden crest
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hey, i cant add bloom on my volume

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it gives an error saying: InvalidCastException: Specified cast is not valid.

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when i click it i get sent to a part of code saying: var pipeline = (HDRenderPipeline)RenderPipelineManager.currentPipeline;

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It seems like its trying to use the HDRP, but i dont have that one enabled, can anyone help me out here?

undone mulch
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uhm do i need to do anything special when making Vr and using URP

pearl parrot
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is there anyway to make the 2d backgrounds effected by the 3d character shadows?

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and make the background having some depths

like the character not being able to be seen through walls

verbal fern
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what if i dont have mettalic map

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but i do have specular map

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can i replace with it?

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on RED channel

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can i use this same method for URP shader?

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because i took this from HDRP documentation page

marble vigil
placid laurel
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A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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i swear to god

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I am OVER

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with this

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help

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THAT

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and

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i seem to be not able to change a camera type

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to overlay

marble vigil
placid laurel
verbal fern
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where to put my smoothness map?

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im using URP

dry willow
placid laurel
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How would you add decals in URP in Unity 2020 or lower?

bronze briar
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Question: which is less demanding, 2X anti-aliasing or setting Render Scale to 2?

violet bison
bronze briar
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I see

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I kinda thought AA would have to work by just rendering more

violet bison
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I want to achieve this effect with some sort of material; it might need to be a shader though. The problem is of course that black emission isn't really a thing, black doesn't emit any light. Settings the emission to white and the base colour to black doesn't help though, as the emission overrides the material's colour. Is there a way to force the material to keep a certain colour while emitting another (that can have bloom)?

undone mulch
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does anyone have a good tutorial for day night cycles in urp, or can i just do a general day night cycle?

lime ridge
undone mulch
lime ridge
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The default scene already starts with a procedural Skybox setup, so you just need to open the Lightning Window (Window > Rendering > Lightning) and in the Environment Tab check if the Skybox is there, and also the Directional Light of your scene is set as the Sun source)

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After that, change the Directional Light X rotation value and it should change the sky color based on it (you should even see the sun passing by the scene)

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Although it is not one of the best effects, for a simple day night cycle it works fine \o\

undone mulch
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ok, i do wanna make a better day night cycle tho

bronze briar
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All of these materials show up as magenta in the asset view, but they look fine in the scene view and inspector

dull breach
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any idea where I can this this template? did i forget to check some box when installing unity hub?

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nvm, i think im blind and it was renamed to "3D Sample Scene (URP)"

soft lion
undone mulch
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does anyone have tips on how to make a day night cycle

latent wigeon
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does xr work not URP?

split edge
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does 2020.3.19f1 unity version not support URP?

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ah it's a package i have to install, i see

pearl parrot
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can somebody help me

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please

split edge
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What is this?

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nvm it's a redirect node

marble vigil
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Though that's all massively convoluted compared to just using a 3D background to begin with

placid laurel
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WHY CANT I CHANGE CAMERA TYPE TO OVERLAY :CCCCC

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for a couple of days ive been asking

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on google

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nothing works

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if u have a fix

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please

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please

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help :C

soft lion
placid laurel
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the one im highlighting is supposed to be

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the overlay cam

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the other is base and main camera

marble vigil
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@placid laurel And the other one is a Base Camera?

placid laurel
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yep

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ill have you know that im using unity 2021
and im using deferred rendering

dry willow
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If you're using URP's deferred rendering I think it doesn't allow camera stacking (for some reason)

placid laurel
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is there anyway

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i can make both work

marble vigil
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I thought it should work by falling back to forward rendering
But I don't think I tried it

placid laurel
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works but

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no more infinite lights :C

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AHAHAHAHAHAHA

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I TRICKED THE ENGINE

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I SWITCHED BACK TO DEFFERED AND IT WONT F#$*&# MY S&$^# UP NOW

soft lion
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chill mate

marble vigil
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Either way overlay cameras don't support deferred rendering

placid laurel
soft lion
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is there some technical reasons of why camera stacking doesn't work on deferred rendering?

placid laurel
soft lion
placid laurel
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well

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it did

marble vigil
placid laurel
soft lion
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lights won't flicker if pixel light count is high enough (on deferred, there's no pixel light count, pixel light count is only for forward path)

dry willow
marble vigil
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Kinda weird how the documentation implies the fallback happens automatically, like it does for transparent materials

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Maybe it used to

dry willow
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Yeah it should really be updated if that is how it works. The camera stacking page also has no mention of this since that was written before deferred was introduced.

soft lion
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deferred is still very new stuff on urp

marble vigil
placid laurel
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yep it got ruined as soon as i selected the overlayed camera

placid laurel
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i hope to god it works well

placid laurel
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yep it worked :D

wooden arch
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Sprite Lit URP Shader, has same Light Values under shadow or light. Particle is directed towards view

stable solar
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I'm trying to get both 3D and 2D lights working in the same scene, but camera stacking just seems to be broken?

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It will show the 3D rendered scene in the game view, and the 2D rendered scene in the scene view for some odd reason

marble vigil
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I can confirm that camera stacking is not "broken"

stable solar
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Any ideas what the issue could be? I have the 2D and 3D renderer set up, and the 3D camera as my base

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The scene is simple with a cube throwing a shadow onto a plane, and another sprite that is completely lit, even though it should be partly shadowed

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Ah, it seems scene view uses the "default" renderer

dry willow
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Yeah, scene view uses whatever is marked as default

stable solar
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I don't know if this is me, but it seems absolutely broken on my end. If I select cameras during playmode, the game view changes to the scene view...

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It will also cycle through multiple odd renders if I select the cameras in the hierarchy

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Why is the game view showing the scene view...

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I think something with the camera data just broke, after re-creating them multiple times the strange behavior is gone. However, I still don't have any lighting on my sprites..

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On a somewhat related note, while I try to figure this out, do you think the following approach is realizable?

I would like to use the 2D lighting system, but I would also like to render 3D "sun shadows". My idea for this was to tell the 3D part of the rendering how "high" a sprite is in the scene, and in the shadow pass the shader would need to rotate the sprite 90° around a pivot that is the height distance away, basically propping the sprite upright in the scene, making it cast a shadow onto a tilemap.

terse stag
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ok so, I'm trying to make a mirror, and this is how it looks

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what am I doing wrong?

soft lion
terse stag
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well

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moving around doesn't seem to change the view point of the mirror

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and it also appears huge

soft lion
terse stag
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yes

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why is it moving with the main camera

soft lion
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well, obviously you're not getting perfect results using reflection probes. reflection probe is just way to approximate reflections with minimal cost

terse stag
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how can I make a mirror then

soft lion
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if you want flat mirror, you can use second camera and custom shader for the mirror

dense canyon
terse stag
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ok

peak pike
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Is there something particularly hard or impossible in making Unlit Height Gradient for URP in the object space? Is it because surface shaders are not supported?

Most solution I've seen uses either world position or UV coordinates. And few with position axis just use them to lerp between colors. Therefore I don't know how to tune values beyond lerp(_SecondColor, _MainColor, saturate(i.position.y)).

marble vigil
dry willow
# peak pike Is there something particularly hard or impossible in making Unlit Height Gradie...

If you want to pick a start/end (min/max) point can use an Inverse Lerp before saturating (i.position.y - min)/(max - min). And rather than a lerp, you could sample a gradient texture if you want more control over colours.

Surface shaders indeed aren't supported in URP. But they are more for lit shaders anyway. It's usually easier to use Shader Graph though.

One main issue with object space is that the range of values depends on the mesh. Different meshes can have different ranges, and possibly also aligned to a different axis. But you could assign different materials to them. The draw calls would still be batched via the SRP batcher as long as the materials use the same shader (and variant), and assuming the shader supports it (all shader graphs should).

stable solar
# marble vigil I really can't wrap my head around how you plan to combine the 2D and 3D shadows...

Yeah I'm not sure if it can even work at all, I was mainly inspired by this "post" https://answers.unity.com/questions/1734167/combined-3d-and-2d-lighting.html.

I think you are right in that it is easier to do entirely in 3D, the unity 2D lighting system is just really easy to use and doesn't cost me anything, so I thought it would be worth a shot. It's a real bummer that it just doesn't work together without any additional work. The docs seem to hint it does somehow work with camera stacking however.

No interoperability with 3D Lights and 3D Renderers
Currently both 3D and 2D Lights can only affect 3D and 2D Renderers respectively. 2D Lighting does not work on or effect 3D Renderers such as the Mesh Renderer, while 3D Lighting will similarly have no effect on 2D Renderers such as the Sprite Renderer. While interoperability between the respective Lights and Renderers may be developed in the future, currently a combination of 2D and 3D Lights and 2D and 3D Renderers in a single Scene can be achieved by using the camera stacking technique.

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/manual/Lights-2D-intro.html

marble vigil
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The post seems misleading
Sure you can overlay 2D and 3D cameras but they won't "interact"

stable solar
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Yeah that was something that confused me too. E.g. how would the 3d shadows shadow a tilemap that is being shadowed by 2D lights (since that would require it to use the 2D renderer, which doesn't receive 3D shadows...)

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Do you think my idea for rendering the sun shadows in the first place could work? I've not done much shader work so I'm not entirely sure. Basically I want the shadow pass(?) to "prop up" the sprites so they can properly cast shadows, if such a thing can be done somehow

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I could duplicate the sprites since they aren't seen by the camera since they don't have depth when propped up anyways, but I rather it work automatically with only a single sprite

marble vigil
stable solar
peak pike
marble vigil
stable solar
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I'm fine with it not being perfect. Do you have any resources on how I would go about modifying the vertices during the shadow pass to "prop up" the sprite? Or how would you go about adding a drop shadow?

dry willow
# peak pike Wait, do you mean that object space in shared behaves differently than in the en...

Object space is just the vertex positions directly from the mesh. It's not normalised based on the bounds of the mesh or anything. (0,0,0) is it's origin. But you can have vertices at any point within that space.
e.g. The default unity plane spans 10 units, so a range of (±5, 0, ±5), while a cube is a single unit (±0.5, ±0.5, ±0.5).
It may be easier if you use a shader/graph to output position.y and see for yourself how it maps on various meshes.

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Also, since you mentioned static it reminded me that if you mark GameObjects as static ("Batching Static" in particular, as there is different types of static on the dropdown), Unity will combine meshes which will change their vertex positions to be more like world space.

marble vigil
stable solar
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Yeah I mean in 3D entirely

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My bad if that wasn't clear

marble vigil
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Then I might've misunderstood

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Prop up?

placid laurel
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Hey guys don't know if this is a urp or shader topic but does anybody know how to create a transparent bottle which will not change the inside color? The pic with the eagle shows what I want and the other one shows what I got .. the problem is that it seems like my colors are not powerfull under the glass 🙂

stable solar
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My idea was to rotate the vertices along a pivot depending on the z-"height" of the sprite, and then render into the shadowmap

marble vigil
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Does it need to be a shader? I mean it looks good as it is

stable solar
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🤷 is it fine to just duplicate all sprites? I have a lot of objects that are made up out of multiple sprites, e.g. a sword is a grip, a pommel, a connector and a blade

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Code wise it's not really an issue, I'm just wondering about performance

marble vigil
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I kinda doubt you can make anyone's machine chug with a few extra sprites

stable solar
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What about CPU performance? Since I'll need to mirror all positional changes for child objects onto the Z axis (if that makes sense)

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e.g., the character's hand

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I guess I'll just try it. The shader approach seems "neater" in my mind, but I have no idea how to go about it ok_handbutflipped

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Thanks for all the help!

marble vigil
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And if it makes no difference at all, it's not good effort to optimize

hybrid cloud
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Has anyone ever had a problem with culling performance when using URP + Hybrid Renderer? I spawn ONE entity with a mesh renderer that's like 10 vertices and suddenly I lose 3ms of CPU time, mostly on culling

fast hill
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I asked in #💻┃unity-talk but maybe this is more appropriate to ask in

I haven't touched Unity in a very long time, and I don't really know what these render pipelines are

I've read up on the manual a bit but I'm not sure what is more appropriate to pick: BiRP or URP

By my understanding, BiRP is virtually depreciated, but if I wanted to just... use Unity like I used to, will URP be more complex?

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I'm going to start my project on URP then, but please do answer anyways, I am still curious

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irk... It's more complicated...

azure charm
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  1. URP performance optimization of multiple cameras
  2. How to set BuildAssetBundleOptions.DisableWriteTypeTree when Unity Addressables is packing
  3. Unreal can be used in a hot update solution for commercial games
  4. UGUI SpriteAtlas is in use, callback instantiation, AtlasRequested, and the order of Start is reversed.
  5. The rendering pipeline is dynamically loaded from the AssetBundle, and the post-rendering is abnormal.
    URP Performance Optimization of Multiple Cameras
    https://blog.en.uwa4d.com/2022/03/10/urp-performance-optimization-of-multiple-cameras/
  1. URP performance optimization of multiple cameras 2) How to set BuildAssetBundleOptions.DisableWriteTypeTree when Unity Addressables is packing 3) Unreal can be used in a hot update solution for commercial games 4) UGUI SpriteAtlas is in use, callback instantiation, AtlasRequested, and the order of Start is reversed. 5) The rendering pipeline…
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how about this one, this is the URP performance optimization

soft lion
sudden mirage
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Hi, does the vertex color not work in URP?

soft lion
sudden mirage
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changing the shader color works, but this means I have to make a new material for each different color text?

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since this is a universal material

cyan talon
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If it's just set to white does the inspector work

sudden mirage
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white dosent work too if i do not change the material color

cyan talon
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that's black

soft lion
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Because those colors are multiplied together, when its white, vertex color should have full control over the color (because a*1=a)

sudden mirage
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o i get it. material change to white

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then i can change the vertex color

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thanks!

fast hill
amber barn
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quick question, i have a 2d game with 3d elements sometimes, i usually just bake the lighting but here i'd like it to be dynamic however the light here doesnt work, the model is completely flat, why is it? very new to 3d in unity

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i use the urp2d

marble vigil
amber barn
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lighting is flat

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i guess its a dynamic 3d mesh

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it follows the player around to emulate perspective

#

i might just go with some texture work and postFX to make it work as it's just a room and from what i've gathered i have to work with multiple cameras and i dunno if this single room is worth the hassle

stable solar
#

What's a good base shader to use in URP for 2D objects that need to be lit? The normal Lit shader seems to work fine, but it isn't respecting the Sorting Group script

#

Oddly it seems to work if I set the surface type to transparent, but then the object won't cast any shadows...

#

I'm guessing I'm missing some kind of shader feature / keyword

marble vigil
#

I do wonder that

#

Seems that you either use a 3D shader and miss out on some sprite compatibility, or a sprite shader and miss out on 3D lighting effects

terse stag
#

so, I'm making a vr game rn, and I want to use HDRP for desktop users, but I wanna release it on the Meta Quest 2 and other platforms that are way weaker. Is there a way I can make my own Scriptable Render Pipeline and disable steps in the rendering process based on platforms and #if statements or is it just not possible to make such a flexible RP?

#

I know this is about URP but it has to do with both RPs and yeah

grim sequoia
#

Hello! I don't understand what is happening, some objects partially disappear and when the camera changes location it appears, it only happens with the shadows and particles, what could be happening?

shell seal
#

Hey, have a question about rendering pipelines in game engines in general.
Since all the rendering stuff happens in GPU, the vertices data needs to be copied to the GPU memory.
Since games are rendered many frames a second and vertices and objects are always changing position, does it means that the game engine (such as unity) has to copy into the GPU memory all the vertices data every single frame from scratch?
Doesn't that seem a little overkill for the CPU? specially with scenes that have millions of polygons

soft lion
# shell seal Hey, have a question about rendering pipelines in game engines in general. Since...

I don't really know but id imagine vertices really gets copied to GPU every frame (don't expect i'm right). One incorrect assumption in your message is that vertices changes positions every frame. Well, obviously objects tend to move in games but very rarely you really need to change the vertex array. Position, rotation and scale of object is represented using single 4x4 matrix per object in a way the vertex positions (positions on vertex array are saved on local space so those are not affected by pos, rot, scale) can be transformed into world space using that. Also when using GPU instancing, not every objects vertices needs to be moved to GPU separately because then GPU can render multiple objects at once using the same mesh (and same shader)

stable solar
#

So anyone have an idea how to get sorting groups working with opaque alpha clipped shaders? thonk

spice jacinth
#

I'm trying to implement a first person weapon rendering system where the gun would always render in front of the environment. I tried using the camera stacking but the weapon is unaffected by the shadows in the scene and doesn't cast ambient occlusion. Is there a better solution?

marble vigil
# spice jacinth I'm trying to implement a first person weapon rendering system where the gun wou...

https://youtu.be/5AmI2yOx0Nc have you looked at this tutorial?

Learn how to create a first person shooter style camera in Unity that will not clip through walls, without using multiple cameras. This FPS camera is created using Unity's Lightweight Render Pipeline or LWRP using scriptable render passes. Download the demo project here: https://ole.unity.com/FPSDemo

▶ Play video
#

It's a bit old so things may be in different places, but RenderObjects feature should still allow you to do the same things

spice jacinth
#

aha

#

I have seen this one previously but glanced over it as it's a bit older

#

will give it a try

spice jacinth
#

Well

#

it's still clipping

#

but I think I have a fix

#

thanks a lot!

restive quarry
#

Hi, so for some reason the roof of my testing area is poop colored but I want it to be the same color of the floor color. I recently converted to the URP lighting and this happened, could anybody help me?

marble vigil
#

The lighting window will let you control this

restive quarry
marble vigil
#

Though from your image I can't know for sure where it's getting its color
This is just an educated guess

restive quarry
#

Alrighty that fixed it, thanks

restive quarry
meager harbor
#

btw why urp only support single pass?
in my case, i have fur shader from birp which it have 20 passes, and i successfully convert it to urp by separate all passes into 20 materials and drag it all into mesh renderer array.

i know the urp single pass setup is benefit for performance.
but like what i did, separate all passes into 20 material, is this better than one shader file but multipasses?

placid laurel
#

Can anyone help me with this error?
I was trying to make an object glow using the component volume
after making a new profile in volume component
when i start using bloom and intensity this happens:

marble vigil
spice jacinth
#

So I tried fixing the clipping and still no luck

#

I mean, I managed to prevent the weapon from clipping through the environment

#

but the hands model now clips through the weapon

placid laurel
marble vigil
spice jacinth
#

alright, fixed it

#

will post the solution to my problem

marble vigil
placid laurel
placid laurel
# marble vigil I do know how to search for tutorials, rather I'm wondering what the specific on...

In this tutorial we'll create the awesome glow effect (also called bloom effect) on a Gameobject in Unity 2020. Using only a few easy steps.

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

🧡 Subscribe to Oxmond Tutorials. Stay tuned!
https://bit.ly/SubscribeOxmondTutorials

✅ Free Assets from the Unity Asse...

▶ Play video
fresh anvil
#

Hello! I am trying to have a transparent background on a webgl canvas with urp in unity 2020.3.30.
I tried this script in a .jslib and with a solid color camera with 0 on alpha, but it doesn't work

    glClear: function (mask) {
        
        if (mask == 0x00004000) {
            var v = GLctx.getParameter(GLctx.COLOR_WRITEMASK);
            
            if (!v[0] && !v[1] && !v[2] && v[3]) {
                // We are trying to clear alpha only -- skip.
                return;
            }
        }
        GLctx.clearColor(0, 0, 0, 0);
        GLctx.clear(mask);
    }
};

mergeInto(LibraryManager.library, LibraryGLClear);```
Anyone has a clue?
exotic jetty
#

Hello ! Is it normal that in unity 2021.2.15 i only have 2D / 3D and 2D URP as template when creating a new project ?

exotic jetty
#

Ok so i think it was because my unity hub wasn't updated

timber glade
#

Hi, I've got a material being added to certain objects in a scene via a URP Render asset feature

#

Is there a way do a setfloat/setvector type operation via script to those? When I look at what materials are currently attached to one of the objects gettting the override material, said OR material doesn't actually get listed

clear sentinel
timber glade
vale tide
#

Hi guys. I have 2 effects. One is fog which uses 2D renderer. Second one is heat distortion effect which works only when I set Heat Distortion universal renderer to default. Otherwise is that grayed. Is it possible to use both of these renderers together?

vale tide
#

Nevermind. I just created new camera, set universal renderer (distortion one) as default and created overlay camera with 2D renderer and fog effect and attached it to the main camera with universal renderer.

odd fog
#

Hi, I'm having this issue with my shader where it doesn't render at all in play mode and bugs out in scene mode where the emission doesn't go all the way down when I'm viewing it up close

#

I'm assuming it's to do with URP cos in the shader preview it works finehttps://imgur.com/a/U1FlfX9

#

Sometimes it works normally in scene but never in play mode

soft lion
odd fog
#

The fade out goes in really quick if I don't add the deltatime

#

I've been trial and erroring so and that worked for the effect I wanted

soft lion
#

That can work in shader graph preview but that doesn’t make much sense atleast for me

odd fog
#

Why would it give me that effect in preview if it isn't actually what it's gonna give me?

soft lion
#

Because deltaTime most likely doesn’t update on preview

#

Correctly alteast. It may be some constant value like 0.02

odd fog
#

I'd have to change the deltatime value to .02?

soft lion
#

Maybe

#

You could replace it by something like that but even then it doesn’t make much sense. You could just do the same with the existing remap node (ig? I think I’m done today. I’m quite tired rn)

swift rain
#

Hey everyone, I'm sure the solution to this is super simple - I'm not finding it though. I started a new URP project (without Sample scene) in 2021.2.15f to do some PBR emission tests - and my PBR materials are not displaying correctly.

**Pic 1 ** is the URP project without the sample scene
Pic 2 is the same object/materials in a URP project with the sample scene.

I've checked the render pipeline settings, and tried to make sure they were identical. What am I missing here?

timber glade
#

Missing normals for one thing?

placid laurel
#

Your probably missing something equivalent to the hdrp sky and fog volume. However I’m not sure because I don’t use urp

dusky badger
#

sometimes need to bake lighting at least once, but I agree normals look missing

timber glade
#

And are you using scene lights?

#

(The little light bulb icon next to the "2D" icon in the viewport's top toolbar?

blissful kite
#

In my unity Project i have a problem that there is made a bunch more Tris then normaly should be there. I have found out that at least lighting has to do something with it. If i turn of the lighting my Tris Counter goes from 3M to 1.3M

Obviously i dont want to turn of the light for my game. Is there a way to get this problem fixed?

marble vigil
#

If deferred rendering is an option for your project it's better in that regard

#

But in either case it's prudent to keep light ranges at minimum, to not have huge continuous meshes under punctual lights and use LODs to reduce these runaway polycounts

#

Also, baked lighting gets around this issue, but it won't be realtime

frozen palm
#

hi

#

i have a problem with reflections probes , its not reflecting correctly

blissful kite
marble vigil
#

If you can use baked occlusion culling, that helps greatly as well

soft lion
soft lion
blissful kite
soft lion
# blissful kite Is this something i can change?

Well, *decrease amount of shadow casters or light sources casting shadows (or decrease shadow distance). Shadow pass is still quite cheap so I don’t know if you really have to be concerned about that increase in tri amount. Using LOD and and different culling systems is good idea tho

marble vigil
blissful kite
#

OMGGGGG i fixed the problem lol! You guys are Amazing!

I had the Max shadow Distance to 5k i reduced it to 1k now and instant 2x less tris!

blissful kite
#

I guess yes i used it once to make some Clips of Big Structures

soft lion
#

Very rarely in games you need shadow distance higher than 100m

blissful kite
#

This is the Map

#

Its quite big thats why i had it kinda in the first place i will play around with the Value and i heard i can make the Shadow Distance as an Option in my Game

soft lion
#

Could you just bake those lights and use distance shadowmask to use relatime shadows for only objects near to camera?

blissful kite
#

I cant Bake because the File Size will get big. Its a Browser game

#

currently i have the filesize down to 11MB

soft lion
#

Fair enough

blissful kite
#

I cant thank you enough for helping haha i am so happy now!

soft lion
#

In general its good to keep the shadow distance as small as possible to get bit better performance and increase shadow quality

blissful kite
#

Yeah i see that now! I learned the Hard way but sometimes that is best to appreciate specific Options

marble vigil
#

My knowledge about the technical side is probably more spotty than yours

soft lion
dry willow
#

I think you're mixing up forward rendering in the built-in pipeline vs URP. Built-in does extra passes for each point/spot light iirc, but URP is all single-pass using a loop

marble vigil
#

I see!

soft lion
#

Oh it does? Interesting, always learning something new. Why is it like that tho? (I mean why does birp work like that)

marble vigil
#

So the cost doesn't stack that much with shadowless lights on URP?

#

I guess profiling can answer that pretty definitively

blissful kite
#

So with URP i am able to have more lights and it doesnt make a difference?

soft lion
#

The light count should still make a difference

blissful kite
#

Alright

soft lion
#

But it doesn’t change the amount of tris rendered (if they don’t cast shadows)

blissful kite
#

Ahh okay!

soft lion
#

May be bit cheaper than birp tho

blissful kite
#

I think i need to have a good read on how Lighting and rendering works in a deep fashion

soft lion
#

If the light per object count is high, its better to use deferred rendering path

blissful kite
soft lion
#

Deferred path is added very resently to urp so it doesn’t work for older unity versions

blissful kite
#

Ahh okay it doesnt work for the 2020 ?

soft lion
#

So if theres lets say more than 4 point lights per object, deferred could be good choise

blissful kite
#

Okay yeah i think in my case it doesnt really matter i am currently only using 1 Light for everything

soft lion
blissful kite
#

Alright then i will not be an option for me at the moment i am using the long lasting 2020 version

spice jacinth
#

I am trying to create a material that's only visible through another transparent one. How would I do that? Tried searching up some info but got nothing

#

Nevermind

#

got a solution here

whole fog
#

I'm not sure if I should ask here but I can't find the proper channel.
What is happening with my transparent images in Unity and how do I make them resemble the lighting to the right (the original png)?
I'm using URP.
This weird "opacity posterization" remains when I posterize the image beforehand (lowering color ranges) or lowering opacity, etc. It clumps values in a very unpredictable way so I can't really "hack" it
(@tag me please)

marble vigil
#

Though it's also possible that you have a lit material in unity and it's recieving light, or has a custom shader that changes its appearance

whole fog
#

Import setting changes do nothing.
I'm using Linear, but let me try switching to Gamma.
The photo editor is not the problem (I think) because in all sorts of viewers and editing programs (CSP, GIMP, Krita) the image displays correctly
I'm not sure about that last point

#

ok, it just finished doing the Gamma changes and now it works properly. Strange though, I thought Linear was supposed to be better?

#

does using Gamma have a negative impact on the project somewhere

#

at least according to this, one should use Linear

#

But.. anyway, thanks a lot for the help guys 🙂 Really appreciate it. This was bugging me for some months now..

slim talon
#

I've got a UDP project where I made rotating swirl around floating (prefab) pickups in the game. The project has one main scene in addition to a title screen, but I added a simple "testing" scene to work out my Vfx. There's a rotating sphere on which the effect is mapped. On the testing scene, the effect works perfectly, but in the main game scene, using the same prefab, I see a pink circle which implies a URP problem.

#

Here's what I see in the main scene.
Any ideas?

#

It's all the same project.

#

Unity version 2021.2.7f1, if that matters.

#

My only other thought is that I put both of the objects seen in the first screenshot into the scene, whereas the one below is instantiated during play.

#

Might that have something to do wit it, and if so, why?

marble vigil
marble vigil
whole fog
#

Yea actually my shaders completely broke in gamme but my lighting is arguably better now

#

regardless, I found something interesting

#

(these are cuts from screenshots taken from the ingame camera)

#

(I made a fake scene where I imported a sprite to test the color transitions. Its a 0% opacity to 100% opacity black gradient on a pure white bg. I wanted to see how it clamps transparencies

#

and gamma just works better. According to some forum posts, linear is a bit bugged)

marble vigil
whole fog
#

custom shaders yes. Its ok I guess ill just go fixing them by hand

#

most are UI elements, others use Sprites-Default

#

something else, for the 3d objects (there are a few here and there): the lighting got better when I switched to gamma

#

and at this point im sharing this for anyone who might find this interesting

#

shaders broke, but I guess that makes sense given that they were made for Linear

#

but if you notice the Transparency bleed is much higher now. I was struggling with that in the shadergraph cuz it was cutting off too harshly

#

So I guess its actually more usable now, even if the colors are temporarily a mess.

All in all, gamma seems to work better for sprites using transparency. So.. would recommend xD

#

That should be a bit more noticeable here

#

it seemed very hard to lightly bleed edges (or so I thought) using Step n Lerp nodes. With gamma, might not be such a hassle. In case anyone might find this useful.

Anyway , sorry for the flood spam, thanks a lot again guys

#

things work just perfect now 🙂

whole fog
slim talon
#

Thanks, @whole fog, for the tip. I'm familiar with the pink lighting issue and that wasn't it. As it turns out, I am using an asset from the store that does a whole lot of cool effects with shaders, etc (the Allin1Vfx toolkit) and it needs to treat prefabs differently. I contacted the author of the asset who explained it like this.

#

By default this asset doesn’t save the Material you are using, instead it keeps it as part of the Scene in order to avoid having too many objects cluttering your project. This means that by default, when you turn a GameObject with an AllIn1VfxShader material into a prefab, the prefab won’t render correctly since it doesn't have a reference to the Material inside the Project Asset files.

#

What you need to do there is save the material (the effect) and apply it to the instantiated prefab. Once done, it worked perfectly.

#

Again, thanks for replying.

whole fog
#

sounds like a more uncommon pink material problem

#

cool that you figured out the cause quickly 🙂

ripe palm
#

this keeps happening

#

when i turn on URP

#

happens across all surfaces tht have light on them

marble vigil
ripe palm
#

here is no.1

#

Version is 11.0.0

#

and idk wht ur last demand is

ripe palm
marble vigil
ripe palm
#

u mean this?

#

i just realised its thr

marble vigil
#

There should be more shadow settings in the section above, but there's unlikely to be weirdness there if it's a freshly created asset

#

I would try to see if the issue persists in a blank scene with new lights and some default cubes
If so, then try in a new project created with the URP sample scene

ripe palm
#

alot of work but finee

thorny moon
#

how do i get UI to be affected by light with URP?

plucky sapphire
#

Hello
I'm trying to get a better understanding of the shadow casting and draw calls

Right now i have a scene with just a dude an some environment, no doors, walls and such:

#

My total draw calls are at 700, with 533 being shadow-related.
A lot of the calls are for doors, walls etc that are outside of camera, and i dont think the shadow could reach the camera view at all. Also, in the preview they are pure black.

#

Is there a way to optimize this, and where do i even start with checking what exactley is happening?

whole fog
#

According to the unity help images Linear should give better results but so far it has performed worse for Shadergraph nodes; 3D objects and 2D sprites. Im not sure if I'm doing something wrong here

#

but things like Overlay, Screen, etc. blends work properly in shadergraph with Gamma. Before I was wondering wtf was going on

#

and 3d models were washed out with Linear

obtuse girder
#

Is it not recommended to use URP with low/mid-poly flat-shaded models? Light bleeds through the edges of the faces. I can only get rid of it by setting Normal Bias on Shadows to 0, but that causes some freakout banding effect (inset pic bot-left). Thickening the model does not help.

marble vigil
#

Without knowing what shading or lighting your materials have, it's impossible to guess why they look different

whole fog
#

what I mean is that the blends in shadergraph only work the way they are supposed to (in CSP, GIMP, Krita, etc.) when using Gamma

#

at least there id expect same results

marble vigil
#

If you switch the photo editor to linear color mode, do blend modes work as they do in unity with linear color?

whole fog
#

Im not even sure those programs have that option, let me chec

#

regardless I doubt many use it

marble vigil
#

Gimp might have

#

The math is probably the same, but if the data is different so will be the results

whole fog
#

yea but GIMP isnt exactly the best art software. its more for editing

#

thats all there is in CSP

marble vigil
whole fog
#

while I understand Linear is technically better, if it messes with the workflow with other programs its worse (for me at least)

#

So even if those programs do it wrong, thats fine. I get the values I want 😄

marble vigil
#

It's a hugely convoluted topic though
I'd just forget trying to make everything match exactly and just tweak stuff until it looks good

whole fog
#

if we're gonna talk about wrong I would never use RGB, LAB is the best but... no one uses it.

#

Well yea but tbh it was impossible to get smooth shadow drop offs in shadergraph with Linear precisely because it groups tarnsparencies

#

and so there's a huge cut off. Which was useful for some shaders, but mostly a bother. And you cant properly "expand" black-white texture areas because of this. I was wondering what I was doing wrong.

Granted, switching to gamma I had to spend 14 restless hours converting my shaders but

#

I expect the workflow will be much better from now on. For Diablo 3-like shaders at least

#

My point is: Linear is causing far too many problems with transparent sprites. You import an image and it looks way way different

#

I dont know if thats fixable and I was doing something wrong, but according to my tests thats just how it works

#

aanyway, Im taking up the channel here. That's all I have to say on the topic on my end 😄 If anyone wants to see more of my tests on the differences best PM me

icy mountain
#

I think this is a common problem. What settings do I need to do to get rid of jaggy shadows?

soft lion
icy mountain
#

@soft lion I think it's max, is there anything more i can do?

soft lion
icy mountain
soft lion
#

ok, then ig you're modifying correct asset 😄

icy mountain
#

I reduced the shadow resolution to 256 and it looks better somewhat... fuzzier to be expected, but its no longer a train wreck

#

OK, the shadow resolution isn't the bottleneck that's for sure

#

Oh found a solution, I increased the number of "Shadow resolution tiers"

#

thank you

south pagoda
heady jewel
#

Hi, I am having trouble with urp in unity version 2022.1.0b12, I start the URP 3D Project and then it says (1st Picture)
However when I click ok and try to build my game I get these(2nd Picture)
Can someone please help me?

stable solar
#

The tree is made up of multiple sprites, and I assume unity is culling sprites from the shadowcaster pass when it shouldn't, I just have no idea why or how to fix it :[

#

Disabling Light.useViewFrustumForShadowCasterCull fixes the issue, so it is definitely due to frustum culling.

#

Guess I'll disable that for now until I find an actual solution to the issue 🤷

stiff basalt
#

Hi, I am having issues with Dots 0.5 / Hybrid Renderer v2 which I posted in detail in the DOTS channel but if I could fish some kind tech artist to help me, I would be grateful!
#archived-dots message

placid laurel
heady jewel
#

first one yes but then I created like 3 more

#

in the newest one and started it as urp project

placid laurel
#

And also created in the 2022 version ?

heady jewel
#

yes

#

told you completely new project started in a newest version of unity

placid laurel
#

Ok give me a sec

heady jewel
#

as soon as project opens I got a message from first pic then when I try to build it errors on 2nd pic

heady jewel
mystic delta
#

@heady jewel Don't spam unrelated channels. Did you follow the instructions for the material upgrade in the warning?

heady jewel
mystic delta
heady jewel
#

I already tried all the things I can try my self and I couldn't find anything online on this problem

mystic delta
#

Using admin on Editor itself blocks some usability features. It should function without it

heady jewel
#

I've had experience with alot of programs and I am 90% sure that won't fix my problem but sure let's try it

mystic delta
#

If you have permissions problems, they could manifest with part of Unity not able to write into its folders. So installing into a clean directory would fix that.

heady jewel
#

well as you can see I do not have that problem

#

my problem is connected to urp as far as I can tell and I am building other projects in older unity versions and before installing urp with new version completely fine

mystic delta
#

Other errors are not related to URP, it could be corrupted packages, which could be a result of lack of access at some point. Again reinstall cleanly to a new location or research the exact errors.

heady jewel
mystic delta
#

If you open the same project after, make sure to delete its Library folder, or problems will carry over.

#

Also make sure project folder is not in the system directory

heady jewel
#

I'll make a new project just to be sure

heady jewel
#

Unity is installed on C

mystic delta
#

Install it into a new directory on C if you want to keep it there. It's all just to create ideal conditions and exclude OS weirdness.

heady jewel
#

just one question

#

should I start my project as 3d URP or just 3d

mystic delta
#

Just make sure not to use downloadable templates while you're testing for stability

heady jewel
mystic delta
#

What was the same error?

heady jewel
#

let me open that project and I will send you ss

mystic delta
#

Oh you're on beta as well

heady jewel
#

yeah so was my friend and he was able to build the game

#

we used unity collab

#

I mentioned all those details yesterday

mystic delta
#

If you're not into problem solving should not use beta

heady jewel
heady jewel
mystic delta
#

Templates were known to be broken for new versions sometimes

#

The one that is not beta. The Hub recommend the version to use

heady jewel
#

latest LTS is 2020 or 2021

#

is there any way we can get stable 2022 version?

mystic delta
#

2021.2 is pretty stable

heady jewel
#

ok, let me try installing that one then and will let you know if I get any more errors

heady jewel
stoic quiver
#

Is there a way to make the pixel perfect camera have the same height limits like the normal camera has? There are places in the game that arent supposed to be seen

marble vigil
#

The notable difference is that the component will override the camera's orthographic size, so you need to check what value that is before coding limits around it

stoic quiver
marble vigil
#

hence the warning

stoic quiver
#

well how am i supposed to "restrict" the amount of stuff one sees

stoic quiver
#

as you can see

#

this thing seems to stay 1:1 no matter what setting i do

marble vigil
#

@stoic quiver The process is the same either way
You choose an aspect ratio for your game to use which will define the edges of visible area
Then you restrict the camera's position based on those edges
With pixel perfect you also need to set resolution in addition to aspect ratio, following the restrictions of pixel perfect rendering

#

In both cases you need to view the game window with the target resolution to visualize visible areas accurately

stoic quiver
#

yeah well it doesnt seem to be working "the same way"

#

the normal camera only extends the view horizontally, but pixel perfect its both

marble vigil
stoic quiver
#

how do i get those 🤔

stoic quiver
#

myeah this isnt working

#

the article is also from 2019 which i assume decent amount is changed; and considering im using the URP pixel perfect component, theres a decent amount of differences there also

marble vigil
stoic quiver
#

well its not fixing my issue

#

theres no such setting that seems to fix it

#

actually theres one way to fix it, and its a bad way

marble vigil
#

Do you know what resolution and aspect ratio you want your game to display as?

stoic quiver
#

considering this isnt a development for an arcade rig with a single resolution and aspect ratio, no

marble vigil
#

Pixel perfect rendering doesn't work with every resolution or aspect ratio, and as pixels can be only scaled in integer increments you will need to know how much scaling you want

stoic quiver
#

yeah, thats dumb as hell

marble vigil
#

That's the mathematical nature of rendering pixels perfectly

stoic quiver
#

i see no reason why they couldnt do it in a way to be able to work as a normal camera, but without the issues it has for pixel games

#

the only reason im trying to get the pixel perfect one to work is because of these built parts of an object for example showing "gaps" in certain resolutions

marble vigil
stoic quiver
#

ugh

#

quite the pain

silk blaze
#

hi, is there any way to have very soft shadows on border? I can only have hard edges and can't find any info on soft shadows. And on the assetstore there's only NGSS but it's not compatible with urp :(

marble vigil
silk blaze
#

not jagged, soft shadows. but yeah that's what I thought, no soft shadows for realtime lights. that's quite bad 😦

marble vigil
#

HDRP's high quality filtering does something like that

granite pecan
charred siren
#

hey guys, im trying to get an HIZ depth texture in URP using unity 2021.2. I found a github that does this for versions before 2021.2, using the CustomDrawing and Drawing classes. issue is, it doesnt work in 2021.2, as those classes were removed

#

what is the best way of going about getting an HIZ depth texture for use with occlusion culling?

brave geode
#

How do I import pbr textures to Unity from polyhaven.com? Unity uses some weird R channel for metallic and alpha for smoothness (roughtness).

#

textures from polyhaven have R,G,B for AO/roughness/metalic

viscid scarab
#

Hi, I have two projects, one for my main game, the other for VFX test. In my VFX test, I'm able to use URP / Particles / Unlit, and my VFX look okay. I started a new project (using SteamVR which may be the issue), and i'm not able to access the Unlit. I think that's why they look so different... If anyone has a fix, please let me know! Thank you! (Edit, they're both using the exact same settings and material)

quiet umbra
#

Do ambient occlusion exist in urp?

pearl parrot
quiet umbra
#

Yeah, i found it, but it's kinda weird tbh

merry monolith
#

it's not great but it exists 🙂

#

there are 3rd party solutions which also come with their own issues

#

would recommend HBAO from asset store myself

quiet umbra
#

HDRP also have ao but hdrp really laggy for me

merry monolith
#

HDRP has quite big initial overhead so it won't run nicely on weaker hardware

echo moth
#

(or if there's a workaround to make it work)

placid laurel
#

cant find a built in renderer channel

#

so heres my question

#

is there a built in decal system for the built in rp

soft lion
placid laurel
#

Ooooo
Could u link a page on projectors ?

placid laurel
#

Thanks

#

Ay this is what I want I don’t see any issues

warped zephyr
#

Is it possible to use default-material on a tilemap with URP?

#

It comes up as pink for me, even if I upgrade the project.

crimson rivet
#

I'm having an issue where all ShadowCaster2D components stop rendering when the camera moves outside of a certain y or x point, and renders again when inside. And I cannot figure out why this happens

tepid sundial
#

Hi! Currently having issues with URP out of nowhere, post fx works completely fine in a different scene and in editor but nothing when in game

#

yet it works completely fine in another scene

toxic yarrow
#

anyone know why the fragment shader nodes are greyed out? I can't apply alpha to anything

copper pilot
#

@toxic yarrow you need a vertex master node to feed into the fragment.

cyan talon
#

Creating a shader graph from one of the suitable templates is probably a better way to start

#

having to change the base to get where you were going in the first place is just adding an unnecessary complication

pearl parrot
inland saddle
#

Any idea why this Render Texture is taking up only the topleft trriangle of my screen?

tepid sundial
#

Same layer too

#

And layer mask is selected

#

Global volume too

kind harbor
#

Confusing weirdness. Our game is running on URP 7.7.1 and using HBAO. All was good until we upgraded from 2019.4.9 to 2019.4.36 (latest LTS)
Now the alpha pass is drawing as if the zbuffer is empty, unless I either disable HBAO or disable MSAA.
Disabling HBAO makes the game look crap.
Disabling MSAA fixes the alpha pass, BUT now it's doing a depth prepass and HBAO is using THAT depth buffer instead of the real one, which means it is ignoring any of our custom shaders that don't have a DepthOnly pass.
Is there a fix for this that doesn't involve adding DepthOnly passes to a bunch of shaders for a pointless prepass (because it isn't even being used to optimise the main pass until 2021.2)?

stoic cosmos
kind harbor
stoic cosmos
#

i just updated unity from 2021.1.23 to 2021.2.16

#

so thats weird

kind harbor
#

A lot of stuff might have changed by moving from one revision to another. Upgrading the minor version ONLY is supposed to be backwards compatible, but beyond that all bets are off...

stoic cosmos
#

damn, ok i will downgrade again xD

tepid sundial
#

legit works fine in the next scene and in editor but nada in actual game

#

got it, changed the canvas to camera space and works now

marble vigil
tepid sundial
#

playmode

glossy wyvern
#

Looking to copy the camera data from one camera to a render texture or array / native array efficiently using command buffers or another efficient way to copy the pixel data from the main camera into a byte array (native or otherwise) does anyone have any pointers?

proper tree
#

Hello hello
Got a VR (on occulus quest) project wich is using spacewarp, the build work on quest 2 but not on quest 1 (i have just a black screen on quest 1)
I saw a git project, wich make work the spacewarp on the quest 1 too (i tried the apk and it work), but there are no infos on how to use this on quest 1
If somebody have an answer, or something, tell me

modest delta
#

Hello, my trails are drastically different between the Play Mode and the actual build. And "Camera Fading" is not working at all in the build.

#

The build seems to struggle with opacity of the trail.. ?

#

Left is how it looks in Play Mode, right is the actual build.

#

Any ideas?

quick helm
#

Hey, having an issue with a gradient shader i'm trying to get working. Right now it's working horizontally for some reason, and I can't figure it out, can anyone help me?

#

Here's the shader and what it looks like working improperly.

quick helm
#

Nevermind, found my issue

merry monolith
stiff basalt
#

Hello! I am working on a wooden box that, once it hits something else, it explodes into several splinters (you can see them in the bottom-left).

My issue is that I set this shader graph for transparency as I want the shards and box to fade out (then be destroyed at alpha=0) and there's a weird sorting issue going. You can see in the giant box on the right side, it's big because it's super close to the camera, yet an object further away is above it in visual sorting (to the left of the giant box).

I am a total noob regarding shaders and URP so I gave you all the details in relation in hopes somebody can help me. Or perhaps does this post belong in #archived-shaders ?

grim matrix
#

Is there a way to change the default material on a sprite renderer component? I don't want the 'Sprite-Lit-Default' material.

floral comet
stiff basalt
floral comet
stiff basalt
dry willow
# stiff basalt Hello! I am working on a wooden box that, once it hits something else, it explod...

This is a common issue with anything transparent. Transparents don't write to the depth buffer so they blend correctly, but also means they can't easily be sorted. Usually it should sort based on the object's distance to the camera so not sure why that isn't happening here, unless these are all a single mesh/gameobject.
It would make sense to keep objects opaque and switch to a transparent material when they need to fade.
Or always use opaque and dithering to fake transparency. e.g. https://danielilett.com/2020-04-19-tut5-5-urp-dither-transparency/

floral comet
#

yes above is the correct answer. or maybe try this

stiff basalt
grim matrix
split stone
#

Just wanted to share this if you have not seen it. We've been building a larger project in URP 🙂
https://www.youtube.com/watch?v=-S6J8zm_w1E

Gigaya is a living game sample that the Unity team is creating and powering with Unity tech. Explore Gigaya to see how the ecosystem of Unity tools and features work together to enable creators like you to realize all kinds of creative ambitions. Jump into the world of Okkeriel to find inspiration on how to bring your own game to life. Use this ...

▶ Play video
soft lion
#

can't wait to see that on editor...

cyan swallow
#

if I have a custom render feature that uses custom shaders (e.g. for a full screen pass), how can I get the shaders to be properly serialized so that they are identified as required for builds by Unity?

fossil lily
cyan swallow
#

I did find a way in the end, following from how PostProcessPass does it in Unity - I defined a ShaderResources class with Serializable that holds references to Shader properties used in my post process. I then have a reference to this in my ShaderFeature so that it gets saved when the shader feature gets saved

#

then Unity at least can figure out which shaders to use

potent smelt
#

how to make a sonar shader using URP

soft lion
warm gust
#

Hi all - I am trying to change the Volume mask on a URP camera via a script instead of the inspector but I can't for the life of me find out how to access it.

Google has been leading me in a circle with the same unhelpful pages - anyone have a lead? Thank you!

warm gust
stiff basalt
somber oasis
#

Hi! What is wrong with point lights and normal maps in URP? why light is always facing in -z/-x direction?

#

maybe triplanar node is broken? should this look like this?

distant edge
#

does anyone know why when I load my scene using something like LoadScene() my lit textures are black unless they have an emitter

#

if I open the scene then just play it, its all normal

autumn pulsar
#

anyone know why when I added URP my 2d characters dont use their pivot points correctly to show whats in front and whats behind

marble vigil
#

Usually the "type: normal" is enough to convert to the right color space, but I guess it's possible that the texture already has a color space baked in

placid laurel
#

Hi, does anyone know why my Unity shadows in URP look like this?

#

It's not really noticeable sometimes but other times the lines make a "distortion" effect

marble vigil
placid laurel
#

Oh, thank you! I searched about it but I didn't find anything

charred siren
#

does anyone good with shaders know how to create a good HIZ depth texture in urp or built in?

somber oasis
distant edge
#

does anyone know why when I load my scene using something like LoadScene() my lit textures are black unless they have an emitter
if I open the scene then just play it, its all normal

marble vigil
somber oasis
#

Hello,

#

Don't know what happend, but the Post processing bloom effect is suddenly broken.
The thing is: it is not completely gone, but with the old setting nothing to see, it now needs a much lower treshold to work at all, but then it looks odd and the scatter somehow does not work anymore.
Maybe I changed the wrong setting somewhere?! As a restart of Unity did not help and in the compiled game it still works as expected.

somber oasis
#

LOL, after trying to figure out for about 3 hours, finally found it, in main camera, hdr was turned off. off course shortly after asking …

placid laurel
#

how to get gra[h editor window

soft lion
marble vigil
somber oasis
#

Anyone knows how to get things in the shadow only lit by ambient light? so the same from all sides in URP? in built-in it is like that - and I would prefer it.
But even more wondering about the ugly transition between shadow cascades?! Tried the same settings as with built-in, so 4 cascades and 150m, but still ugly as hell:

#

similar shadow in built-in (also the point light shadow is not so dim):

#

and more important: transition not even visible

somber oasis
#

better comparison (roughly same distance) - you have to look extremely close to see any transition at all, with URP it more than obvious.

barren nest
#

Anyone know if there's a good way to get better control over the render order of alpha blended materials in URP? I know depth buffer accuracy for alpha blending is expensive in general, just wondering if there's a way to presort or write custom depth information. For example, these papers are rendered in the wrong order for their Y values, but I'd like to keep them relatively flat since they're essentially floor decals:

cerulean quarry
#

anyone know why the map is cut off?

#

it isnt rendering the whole thing, it just cuts to a black void that seems to shift with the camera

#

i assumed this was the far clip plane, but apparentally not

wintry sluice
#

how do I setup a 2D renderer for URP? I need to use a pixel perfect camera

warped sphinx
#

Anyone know how to tweak a camera's scale effect?
I have a game were you can play both as a person and a mouse, and right now the only solution I found is to have the entire level be scaled up/down to make the effect, which prevent a lot of static/precalculating features from being usable.
Surely there must be some way to tell the camera to just multiply all vertex distance by a factor, or something like that?
(Bonus point if it work in VR)

marble vigil
wintry sluice
marble vigil
wintry sluice
#

also the pixel camera itself is quite hard to understand 😐

marble vigil
#

It definitely can be

fluid vigil
#

Hi! Not entirely sure where to put this, but has anyone made experience with the new fullscreen playmode option?
I was originally thrilled to see it, but it seems to halve my Playmode FPS compared to Maximized. (FPS in an actual built also reflects the better framerate)

#

Just wondering if you've made the same or different experiences

void frigate
#

Oh neat, we get a Fullscreen button now? I've been using that asset from the store.

random badger
#

Hi! Any ideas why my shadows look like this? I've been following tutorials on how to make a cell shading effect in URP, but for some reasons the shadows are messed up

#

It's taking the whole scene and rendering it weirdly

fluid vigil
#

probably need a comparison shot in how you'd imagine it looking - because for a pure shadow pass it seems fine (?)

random badger
#

oh sure sorry

#

it should look like this (but cell shaded)

fluid vigil
#

have you followed the tutorial to the end? Seems like your current result could be an between step.

random badger
#

yes I did, I'll rewatch just to be sure but in their setup it works right away

fluid vigil
#

so, do you have additional geometry in the scene or is it just the sphere?

random badger
#

Nope there is more geometry, maybe I can try putting it in one scene!

fluid vigil
#

was just wondering if the square shapes were part of the unintended your experiencing.

#

if not - the issue are just the hard surface shadows?

random badger
#

Looks like it yeah everything but the shadows seems to be working fine

#

I put it in another scene just to check and there is no shadow cast by the sphere

fluid vigil
#

does your new shader have shadow casting support or do you only get diffuse shadows?

random badger
#

ok nvm, at another angle I can see shadows

#

So I used the keywords for shadows? is this what you're referring to?

fluid vigil
#

(just incase check, that shadows are enabled in your pipelineasset & on the mesh renderer)

random badger
#

yup everything is enabled

#

what I'm seeing is the shadow cascade it seems, as it's chaging when I change the amount of cascade

#

but I'm quite new to all this so not sure how to troubleshoot that

fluid vigil
#

As I don't know the tutorial you're following - I don't know how shadows are setup in your shader. Generally you'll have to compute diffuse shading (basically the shading from any lightsource) and application of shadowcasts seperately.

#

yeah, realtime shadows in URP are kinda annoying to setup - just fiddle with the sliders until you have something that you like.

dry willow
random badger
#

ooh so you add another mesh that will receive shadows?

random badger
#

What's strange is that I'm on the same Unity version

dry willow
# random badger ok I'll double check the tutorial (https://www.youtube.com/watch?v=RC91uxRTId8 <...

That tutorial looks a little outdated, even if you can get it working in editor you might have trouble with builds due to stripping shader variants. Ned has another one here : https://www.youtube.com/watch?v=GQyCPaThQnA (One main difference would be using _MAIN_LIGHT_SHADOWS, rather than MAIN_LIGHT_CALCULATE_SHADOWS)
Alternatively could use the Sub Graphs provided in my github repo linked above.

✔️ Tested in 2020.3 & 2021.1

Do you have a material that doesn't look quite right in Unity's URP lit shader graph? Or would you like to experiment with stylized art styles with the convenience of the shader graph? In this tutorial, I show how to implement custom lighting, allowing you to solve both those problems. Afterwards, you could extend t...

▶ Play video
random badger
#

Oh wow thanks I'll check that out! And yeah I looked at your repo and it looks like what I might need, I just want to understand what didn't work on my end before

#

thanks for the help!

torpid matrix
#

Hello everyone. I'm pretty new to Unity (in Level design). I was wondering if someone in here could tell me, how I copy an object, place it somewhere else and get two different light maps. For each object one. So if I drag and drop one in the sun, then copy paste it and put it somewhere indoor they still sharing the same light map, which leaves one object looking terribly wrong...

marble vigil
torpid matrix
#

Tried that. Still gives one light map to all object

marble vigil
lofty yacht
#

Hey, does anybody have a good resource to start learning how to scriptable render feature works and just the URP in general?

boreal rapids
# lofty yacht Hey, does anybody have a good resource to start learning how to scriptable rende...

✔️ Works in 2020.1 ➕ 2020.2 ➕ 2020.3 🩹 Fixes for 2020.2 and .3:
► When you create a shader graph, set the material setting in the graph inspector to "Unlit"
► Editing properties must be done in the graph inspector instead of the blackboard

Renderer features are custom render passes you can add to your game using Unity's Universal Render Pipelin...

▶ Play video
stoic quiver
#

Is there no way to change all the measured materials to the URP lit one easily?

lofty yacht
timid nova
#

hello

#

does anyone know how to get URP asset?

cyan talon
#

pinned to this channel as I said

timid nova
#

ok

dark tide
boreal rapids
tight crescent
#

how do i make a material tile. im trying to use a asset that tiles per every unit but instead it just stretches across the entire thing

#

i dont remember having to deal with this issue with regular pipeline

dark tide
#

right now the shader also shows as URP/Particles/Lit so I assume it worked

#

changing it around to just URP/Lit doesn't have an effect

placid laurel
#

hey ive set up urp on my 2d project and upgraded materials but it doesnt work what so ever

modest merlin
#

How would you get this lighting effect in urp for my meshes ? https://www.youtube.com/watch?v=uqYW7Z2GMYM&t=819s

Play Super Animal Royale for FREE here! - https://sbx.gg/srohmwrecker
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About Super Animal Royale-

It’s a fight for furvival! Super Animal Royale is a 64-player, frenetic, top-d...

▶ Play video
#

When using a point light, it reflects way to much on the ground

marble vigil
boreal rapids
wispy vale
#

i've been unable to find a tutorial or anything on this, but I'm just learning Unity and made a 3d project with the URP template, and I need to make a 2D scene. I seem to need to get a 2d renderer set up, but I'm not sure how to keep my 3d scenes working the way they are right now

boreal rapids
wispy vale
#

i am using 2021, but I need to get the 2d scenes in my existing 3d project, so not sure how I'd use the template

boreal rapids
wispy vale
#

that's what I tried to set up, but I needed the URP pixel perfect camera and it says i need the 2d renderer

boreal rapids
lofty yacht
#

Hey guys, I'm back with questions, @boreal rapids I looked at many video of the guys and learned a lot about it! He explains a lot more then the unity doc itself although I'm not gonna lie I am still confused. I tried making a pixel art material to change the view and only render it on specific layers.

First of all, I don't know why but my Feature doesn't work when I put it to "After Rendering Opaques" but it does when I put it to "After Rendering Transparents" :/ . Also, I want to filter by layer. So I created another feature for that but this one does nothing and I am confused now. Can anybody help me on this one? Even a small lead would be super helpful

#

The first File is my Filtering Feature

#

And the Second one is my BlitMaterialFeature that will apply the pixel art shader

#

The result gives something like this normally

#

But, it isn't filtered by layer and only works on "After Rendering Transparents" like mentioned

placid laurel
boreal rapids
placid laurel
#

I just added the urp file in project settings and upgraded materials

#

Which didnt work well

boreal rapids
placid laurel
#

I have done that

boreal rapids
placid laurel
#

That too

boreal rapids
#

What "doesn't work" exactly?

#

can you show some screenshots or something

#

did things turn pink when you switched to urp ?

placid laurel
#

Currently i cant send stuff cause i'm on mobile

boreal rapids
#

show your Graphics settings in Project Settings

placid laurel
#

After adding the pipeline in settings one trail turned pink

#

Didnt change after upgrade

boreal rapids
placid laurel
#

The thing is lights didnt work

#

Nor i had dark areas

boreal rapids
#

thats not what you said earlier

placid laurel
#

I forgot to mention it

#

Its my first time using urp

stark nova
#

Does anyone have a good tutorial for clouds? Kinda hoping I can get ones where I could like, fly above them

merry hemlock
#

Hello all! I have a question regarding shaders for URP.
I am trying to replicate the Genshin Impact shaders as close as possible and I found a decent breakdown of what to do. But I have no idea how to, for example, convert this code from the image into functioning HLSL code.
Any advice on where I should start? Or maybe a useful tutorial to get to the point of doing it myself? I still new to this.

merry hemlock
#

I tried asking in servers related to unity, contacting the creators of the shader, friends of friends that might know. Idk where or who else to ask this to

marble vigil
#

In more generic terms what you want is a specific type of convolution matrix post process, there definitely should be guides about that

merry hemlock
#

I will try! I tell if I'm having troubles

placid laurel
#

anyone can drop me a up-to-date tutorial how to get urp and the fancy lights on unity 2021?

#

if so ping me

#

nvm used the offical one in pins

#

while i have configured everything lights dont work

placid laurel
#

i have found the cause but i have no idea why it doesnt want to upgrade

hollow scroll
#

Hi there, How can I access the Pixel Perfect Camera Component of the URP through code ?

#

MainCamera.GetComponent<PixelPerfectCamera>().pixelRatio; not working (worked with the Pixel Perfect Camera from the standalone package)

#

Okay found out, forgot to add using UnityEngine.Experimental.Rendering.Universal;

stark nova
#

I just wanna ask about Viewmodels - what approaches to these are used? I was thinking of an overlay camera that renders it then on the character's physical body camera, I use a render objects to hide the player body

#

Although - I might want to include mirrors you can see yourself in. so maybe a render texture with a camera that stops rendering when the mirror isn't rendered?

#

I'm looking at making a shooter. If I can't figure out third person, I may just do a full physical body

#

as far as I can see - with a physical body, I'd only need one animation set. With a viewmodel I need two animation sets and I still need to deal with clipping and such for the worldmodel

cyan swallow
#

Did the option to disable the SRP batcher vanish in the newest URP? I used to find it on the render pipeline asset, now I cant

somber oasis
#

btw. found settings how the shadow-transition (between cascades) in URP are ok, similar to built-in: reduce Normal Bias to 0.1 (somehow it seems different, as with built-in you get similar results with a Normal Bias of 0.4)
Don't know why this is set to 1.0 by default, does not match at all …
(beside that i did set shadows size of main light to 2048 and shadows to 4 cascades - max distance of 150m - but this things can also be lower, depending on max. distance and quality/speed you want)

sinful gorge
#

Does anyone know how to cast realtime shadows onto transparent materials?
I work in the URP. Right now as the transparency of the material fades, so does the shadow, but I want to use an invisible mesh used by meshing and cast shadows of digital objects on it

Edit: got it: https://www.youtube.com/watch?v=QbAY963xp0c

lime niche
#

I have no Universal Render pipeline in the create/shader menu but URP asset is selected in graphcs and I have a shader graph in a scene but I can not create a new one.

lime niche
#

I can read in the samples but not create one.

#

When I switch to URP asset the shaders go pink. Am I missing something too grand for my conception?

#

The shader graph editor comes up only when I click on a sg shader. It creates tabs in the window top frame. Right clicking on those has no add tab/ shader graph editor.

#

I had the wrong version of the manual up gotten through generic searches. PBR Graph is the entry.

lime niche
#

It looks like there are massive changes between the version in the video and 8.20.

lime niche
#

I completed the Circuit card shader and it moves in the SG editor but not on the mesh in the scene or game windows.

stark nova
#

Anyone able to find me a tutorial on viewmodels and such?

fluid spoke
#

Hello i have question, Why i can't see thru glass from both sides but only from one? anyone have fix for that?

stark nova
#

@fluid spoke are you using urp?

#

When you want glass, you need to set it to transparent, and then you adjust the alpha values to change the transparency. If you have both faces set to render, it might cause that issue

fluid spoke
stark nova
#

could you show me the material in the inspector when you can?

fluid spoke
#

okay wait a min need to start unity

#

Here you go

stark nova
#

Try changing it from premultiply to multiply or additive

marble vigil
bitter sentinel
#

Where do i find the pipeline setting for the volume update mode?

merry monolith
#

afaik you can only adjust these from code

bitter sentinel
#

That option is on the camera component, but i can't find any option to change the default pipeline setting

stark nova
#

@marble vigil , ive watched that one before but it seems to only be relevant in the case of one character and then that's actually on the rig. I was thinking of a way to render the two separately like in half life games

marble vigil
stark nova
#

huh, it is?

#

damb

#

silly me

#

I'll figure it out at some point

high shore
#

hi i have a general question about pipelines
im following a tutorial and the person is setting his pipeline to the lightweight pipeline, however, I dont seem to have that
(im using normal unity without urp or hdrp)

marble vigil
marble vigil
#

Though it's changed a lot since then

high shore
#

alright

#

thanks have a good dday

#

whats the pbr graph equivalent for the new version?

#

imma do lit graph cuz a guy on the forum said that

merry monolith
#

Lit Graph

#

@high shore

high shore
#

okay thanks

merry monolith
#

basically only reason why PBR Graph existed in past was that it was cross-SRP compatible between LWRP and HDRP.. but now you can stack different targets to SG so there's no real reason to have it anymore

high shore
#

alright

empty yew
#

Why wont and image textures work

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i can only use solid colors

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in my urp

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(im using Vr)

stark nova
polar kettle
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Wouldd anyone know why i get those jitters/flakes in my normal map

  • i have no compression
  • In substance painter it looks fine, but in unity it looks like shit
stark nova
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It could be the resolution? what are you using it for

polar kettle
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Importsettings in unity with 4k and no compression

stark nova
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Try checking your rendersettings

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there might be something in there

polar kettle
placid laurel
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Unity uses .tga in their samples

polar kettle
placid laurel
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Try TGA

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Or choose Low Quality or None in Compression Mode

polar kettle
upper lake
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For a complete intro to modeling and baking for games, check out the full course: https://cgcookie.com/course/intro-to-normal-map-modeling-for-games

While working on my course about baking normal maps in Blender, I came across one type of artifact that stumped me up until last week. This artifact looks like what should be a flat surface is shat...

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