#archived-urp

1 messages · Page 29 of 1

upper lake
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I use this and my maps turn out really nice

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(not sure if this is your problem though)

polar kettle
empty yew
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where is dat

polar kettle
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This helped to Understand the problem better. But iam not gonna do all those steps for ALL my assets. thats alot of work, thats why i use Substance. So iam trying to figure how to fix it with substance

placid laurel
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Hi my dears, im on 2021.2.18, apparently changing something in the URP asset doesn't bring any difference on the viewport (i.e. I disabled shadows but no change)

placid laurel
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16bit + None Compression - suicide for memory

polar kettle
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this is the result..

placid laurel
polar kettle
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allright

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tga is 8 bit tho

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same result

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this is the HP

placid laurel
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still not having any change in viewport upon changing the URP asset, can't work on the scene like that. Any tips on what may be wrong?

polar kettle
placid laurel
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yep, i tried now to swap it with some others but still no changes

polar kettle
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did you assign it to the right quality setting as well?

placid laurel
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I get this prompt I wasn't used to

polar kettle
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can yyou take a screen from the quality settings window

placid laurel
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Oh! my mistake, I didn't know there should be a reference in the quality settings too (was it like that in 2020? I don't recon). Thanks!

polar kettle
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yeah iam using 2020 URP XD

placid laurel
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thanks, you saved me some cigarette breaks yelling against god ❤️

polar kettle
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well i just did that because of my problem XD

polar kettle
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oke, iam beginning to read online that unity only supports 8 bit normals? So then its impossible to fix the bit depth? it might be from older articles but i would not know a fix anymore#

grim sequoia
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Hello, I'm looking for a way to change the deferred shader rendering but I can't find the option, I'm using unity 2021.16, URP and Cinema machine

merry monolith
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@grim sequoia deferred is supported on URP 12+ / Unity 2021.2+

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if you are on Unity 2021.1 you have to update to 2021.2 to be able to use deferred

empty yew
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how do i disable fog

merry monolith
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well.. to disable fog that is

merry monolith
neon oak
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is there a way to disable frustum culling from happening alltogher when using URP?

clear sentinel
soft lion
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In general, why would you want to? Maybe if you use some very wonky vertex shader for every single object…

distant edge
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does anyone know why all my textures are black?

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someone said to try manually generating lighting but that didnt work

void frigate
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Hi all,

I've spent quite a bit of time looking at this now and I'm kind of convinced this is a bug, but I don't know.

This is a realtime point light under the forward renderer.

The shadow artifact responds to literally nothing: resolution, cascade settings, bias, etc..., but will go away when the floor is asked to not cast shadows.

Does this look familiar to anyone?

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I'm reading that shadows from realtime point light are pretty new feature wise, so I'm kind of thinking maybe this is just a bug?

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Something says that TAA might fix it, but that's not available in URP...

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I'm also reading that setting the bias should have an effect, but it doesn't. This is a relevant thread: https://answers.unity.com/questions/948727/how-to-stop-real-time-shadows-in-unity5-from-blink.html

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oh boy, not easily, but thank you I think that's the best suggestion. I'll give it a try

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yep, the floor is a better lit shader

void frigate
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recalculating/smoothing surface normals seems to have no effect

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it's not an interaction with baked data, clearing lightmaps has no effect

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oh wow, switching to built-in Lit clears the artifact... maybe a bug with Better Lit?

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okay, that's progress at least

distant edge
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does anyone know why all my textures are black?
someone said to try manually generating lighting but that didnt work

steady vapor
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did you switch from dynamic to baked lighting?

opaque plume
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How can i have alpha textures with depth of field?

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in HDRP there is a simple checkbox for "depth write" that fixes this there, there is also one in URP shadergraph but it doesnt fix it

merry monolith
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@opaque plume you can't use opaque with alpha clip mask for that?

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or you use it already?

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I'm assuming you are using transparent rendering now

opaque plume
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yeah i found that fix actually

sinful wolf
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Hello everyone, I'm making a sight shader on URP with Shader Graph. I have two cameras on scene, one renders weapons and the second renders everything else. I use the Scene Color node to take a picture from the camera. The problem is that transparent objects are not displayed in the scope. I've seen a lot of videos where people make glass or water through this node, and they don't display transparent objects either.

clear sentinel
sinful wolf
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But I already found solution, and and it consists in taking a texture from сustom RendererFeature

soft lion
# sinful wolf Hello everyone, I'm making a sight shader on URP with Shader Graph. I have two c...

The texture for scene color node is updated between opaque and transparent rendering. Even if the scope is rendered after the transparent objects, youd get the same effect because the scene color texture doesn’t update after every rendered transparent object. You could probably fix that by manipulating the render queue of those transparent objects to render at the end of the opaque rendering

soft lion
sinful wolf
soft lion
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The render queue solution could probably mess up the transparent object sorting tho because opaque queue is rendered from front to back so maybe that would not work on most cases.

soft lion
sinful wolf
soft lion
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I think that would probably be the only option. I’m not really that familiar with urp. You would be better to stick with the solution you found anyways because the render queue solution would mess up the rendering order as mentioned

sinful wolf
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Ok

high shore
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why is my urp material pink im tryna make it glow

soft lion
high shore
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ah perfect thanks

opaque plume
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is there a way or asset to get soft shadows with the URP?

soft lion
opaque plume
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well yeah those are "soft" shadows

soft lion
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Decreasing the shadow quality would give you blurrier shadows

opaque plume
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huh you're right, and they actually look pretty good as well

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guess its a bit unintuitive to decrease a quality setting to get better visuals lol

soft lion
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Yeah, that’s how it is. Soft shadows only softens the harsh pixelated edges of shadows but doesn’t make them ”smoother”. Higher shadow quality (/more cascades/smaller shadow distance) makes the shadows sharper

late monolith
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is there a good tutorial somewhere on custom render features? i would like to experiment with custom fog

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I mostly want to learn how to use a depth texture and do some maths to create a nice fog effect

merry monolith
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there are some around but they are all outdated since Unity keeps changing how these work

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if you don't need VR SPI for the effect, then even the older ones might still work

neon oak
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how does one use occlusion culling with URP and game objects? I tried baking occlusion data with objects set to static, but when I look at my vertex count, it's not getting any lower

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(nor is my framerate getting higher)

soft lion
celest wind
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Question, i have a 2d character a la paper mario made up of several sprites that are rendering with z testing

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However I get insane z Fighting because the sprites are rendering on top of eachother

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What is the solution here? I want my character to Ztest so that it can intereact with the environment, but I dont want this guys beard to flicker in and out of existance.

mint pumice
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How do you make it so only certain layers have post processing?
I tried the volume mask but.. it literally does nothing if it's set to work on anything but default

marble vigil
mint pumice
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Any chance I could bug you to take me through doing that?

marble vigil
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Approximately none

mint pumice
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Understandable </3

marble vigil
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There's guides for this somewhere I'm sure

mint pumice
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I've got it setup but it seems to be doubling the pp effects

unkempt folio
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If one or more cameras have the same Volume masking settings, yes, the post processing also stacks. I recommend having two volumes each on their own layer then using Volume mask on each camera.

mint pumice
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I fixed it by making the second cam not a child.. then a child again

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odd but whatever

unkempt folio
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Camera Stacking does not follow our Earthling logic.

mint pumice
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Alright nevermind it had just unstacked it.. the issue still exists even when it's not a child

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the volume mask on the second camera is set to nothing hm

merry monolith
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I'll post this here in case someone tries to search using Discord search for the issue I fought with today:

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URP SG (and ASE's URP templates) don't render ShadowMasks right if you use URP in deferred mode (URP 12+). Unity fixed this on 2022.2 alpha and might backport it later but we'll see if that will happen. The root cause for this was that Unity forgot to add this line to Lit URP SG's gbuffer pass:

#pragma multi_compile _ SHADOWS_SHADOWMASK```
it's trivial fix for ASE template and URP SG fix isn't hard either, it's also one line change but it's kinda tedious to maintain as you need a local URP copy for this
void frigate
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Hiya all,

I'm trying to understand how model design is supposed to work-- and, maybe not what is done to avoid bugs.

This picture is a folder of mesh that are used to cast shadows only. Walls_4x2_Entrance_01_Shadow is used together with a prefab that is composed of multiple modular pieces such as windows, a door, floor, etc.

It seems that this whole piece of mesh is necessary to stop light from bleeding through the cracks, in addition to the modular pieces also casting shadows. (Funnily enough, there are still light bleeds).

Anyway, this... doesn't seem right. This seems like a massive amount of extra everything: more game objects, more shadows being drawn, more mesh to create, etc...

..., I guess the question is, is this right? Have you fellows come across this before?

distant edge
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does anyone know why all my textures are black?
someone said to try manually generating lighting but that didnt work

copper pilot
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You'll probably want to set the order using a sorting group.

neon oak
candid forum
candid forum
# celest wind

no sry i think the only solution is to avoid overlapping meshes. you can write your own script to cut holes or set the transparency to 0 where your meshes are overlapping

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but why are you using 20 planes for one object? just go to blender and create 20 materials for one mesh instead of using 20 planes

hallow flare
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yea

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you should use 20 materials and 1 plane

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since you can edit the material colors and stuff later on anyways

marble vigil
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Still it'd really need automation with an editor script or something

neon oak
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does someone know if this is a problem with URP? when I enable MSAA, I'm getting a white outline around my meshes when they are in front of fog

merry monolith
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@neon oak specular aliasing? does it go away if the materials are less smooth?

ocean hinge
soft lion
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btw don't crosspost

neon sinew
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hello! i've been having some issues with some post processing effects recently, for some reason even when completely standing still motion blur is fully active are there any known causes for this?
and another thing i would like to ask, what is the best way to make motion blur only apply to 1 specific camera? or would i have to have a seperate shader for the render texture that projects the specific camera i want to apply it to?

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(using unity 2021.2.19f1 and urp 12.1.6 if that helps)

whole fog
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not sure if I should ask here, but how do I change the Interpolation that is used for Zooming Out / Temporarily Downscaling a Sprite? I'm getting weird Nearest-Neighbour-like pixelization
(I'm using an ortho camera if it's relevant)

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(you have to Open Original to see the pixelization)

marble vigil
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Mip maps are used to handle downscaling

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Filter Mode Trilinear may also improve the downscaling quality when used together with mip maps

whole fog
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I toggled them off cuz they werent really helping

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made things look like a jpg

ocean hinge
# whole fog made things look like a jpg

MipMaps / LODs do exactly this: creating a random color of neightbour pixels.

It is a normal behaviour, that you get steps in your graphics, when zooming out, because there is a spot, where you cant display all the pixels on the screen anymore.
When some pixels share the same screenspace, the shader have to choose one of them and draws them on the screen. (this also can create flickering pixels) this can be avoided using LOD / Mipmaps.

You can also try, disabling the compression. This may help for your problem, but i think it wont.

ocean hinge
whole fog
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so are you saying there is no way to zoom out sprites in Unity similar to a drawing software like CSP / PS / etc.? (in other words without getting weird pixelizations / jpg steps)

ocean hinge
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Did you try to change the compression to none?

whole fog
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no, ill test that, sec

ocean hinge
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is this game view?

whole fog
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yes

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fullscreen

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1920x1080

ocean hinge
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But the file is downscaled?

whole fog
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Im not sure what you mean. The Sprite is larger than this size, its just a zoomed out camera / downscaled sprite

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I suppose I'll go around the issue by making 2 versions of the sprite - one large and one pixel-perfect for the camera

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I just wanted to know if there's a way to set the interpolation for zooming / scaling for sprites. Apparently.. not really?

marble vigil
whole fog
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Any way to reduce it?

marble vigil
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You have to consider that unity as a 3D engine doesn't really "downscale" textures, rather it stores lower resolution versions of them which it fades to over distance

whole fog
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None compression didnt really help.
Kjarudi recommended a few other options I tried out, and as far as it seems the optimal route might be to make different versions of the sprite for the various zooms/scalings

marble vigil
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It definitely should

whole fog
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oh my bad

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it kinda works actually

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I tested the two separately but not together

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great, no multi sprite versions then. Thanks ! 🙂

jagged dock
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does anyone have good anti-aliasing for mobiles?

void frigate
void frigate
marble vigil
void frigate
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hm, I guess I'm still confused

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does that mean the shadow mesh is sometimes necessary? or could this maybe be fixed by working on the mesh normals?

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It's just so strange to me that so much effort has been put into these shadow mesh, and they still aren't capable of stopping all the light.

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Ahh... okay, I think I understand a little what you're saying about expansion.

Four of these Roof_1x2 can be placed into a cross for modular roofs. They leak light at the seems.

The shadow mesh exists, but, in this case for the roof, it is not a contingent roof, but also modular pieces. So it experiences the same problem.

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The image I linked before of a whole wall does stop light between the modular pieces.

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Well, that still doesn't tell me how to stop it. I'd like to build with modular pieces and also use real time directional light.

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Mesh combining modular pieces doesn't seem feasible or reasonable

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... I still don't think I get this. I have to, on a scene-by-scene basis, look for light bleeds and adjust bias on each offending light?

long mango
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I have a question about trees and URP. Over the years I've purchased a number of environment packs that have trees. Since I've switched over to URP, finding the right shader for them has been difficult. Anyone have any suggestions on how to deal with this? Or how are you guys dealing with tree shaders?

void frigate
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I've also struggled with that. I was very hopeful when Unity bought SpeedTree, but they've done nothing with it and have kept all the payment models in place.

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I finally found some shaders and models I like by Polyart.

long mango
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I'll look into that. I was going through the Big Environment Pack and I can't find a good shader for the trees.

void frigate
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Polyart doesn't have translucency channels and such, if you're going for that real look. Lux URP Essentials does, though, and is also a great asset to have in your belt for URP.

long mango
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I haven't heard of that.

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I'll look into it as well.

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I had some Speedtree models already and applied the URP Speedtree shader to them and that seems to work well enough. I just don't have many trees from them and don't want to buy a bunch, either.

void frigate
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SpeedTree looks "the best," in my opinion

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but it comes with cost (performance, dollars, and time)

long mango
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I don't know why they didn't consider this tree issue with URP.

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Well...foliage in general.

void frigate
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Nature Renderer is going on sale shortly 😛

long mango
void frigate
long mango
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I don't need any of that. Just some trees in the scene. They don't move or anything, but I do want them to look nice.

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Basically, stuff like this.

void frigate
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ahh, I'd probably use Lux for that

void frigate
# void frigate ... I still don't think I get this. I have to, on a scene-by-scene basis, look f...

Hm, I think this is just how things work... cranking the shadow quality way up is a mitigation, but not a complete solution.

Good enough for me I s'pose.. most of the light is stopped. This will be a serious problem if players want to turn down shadow quality, though.

Will definitely break immersion to the point of redesign.

Looks like some people also set all their models to cast double sided shadows... but that doesn't work too well, I'm seeing.

long mango
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Just checked out Lux. I guess they're good for URP trees that seem to work.

void frigate
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His glass shader is really pretty, too. Lot of good stuff in there.

void frigate
long mango
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Yeah. I gave up trying to fix that stuff.

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I don't think players are gonna care and messing around with URP to fix shadows has been frustrating.

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I tried to go to HDRP, but the performance is soooo bad.

void frigate
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I haven't tried HDRP, yet

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but, I'm glad it exists. Hopefully URP will stay simple and reliable

soft lion
long mango
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Yeah. One of the things I want to fix in URP is this...

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Shadows bleeding through walls is so annoying.

void frigate
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is that baked light?

long mango
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Nah. Realtime.

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I tried baked lighting, but my frame rate tanked hard.

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So I just stuck to real time shadows.

void frigate
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baked should be significantly more performant

long mango
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It should, but that wasn't what happened.

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I originally had baked lighting throughout. But my frame rate dropped down by like 40% AND I had and insane amount of hitching.

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Was driving me insane.

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So I removed all that and went with real-time lighting and that worked significantly better.

void frigate
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did you try the bakery first?

long mango
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Yeah. I followed Unity's lighting example they put up on YouTube.

void frigate
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ahh, the bakery is another asset

long mango
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Oh.

void frigate
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The built-in lightmapper is kinda awful, but maybe they're making progress lately. Been a while since I've tried it.

long mango
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I don't want a bunch of assets like that, so I'm just dealing with what Unity is giving me. Heh, heh.

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It might be better in newer versions of Unity. I'm using 2019.4 right now.

void frigate
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^ bakery

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also more of that light bleed I didn't notice top right on the trim lol

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wow that's going to be everywhere...

ocean hinge
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Bakery is a must have when baking lights ^^

long mango
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I'm fine with the way the real-time stuff is, but something to keep in mind in the future.

forest thorn
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how do i switch from hdrp to urp in 2021.2?

void frigate
forest thorn
void frigate
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You can right click on a folder and export it as a package.

forest thorn
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Ah

void frigate
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it will include dependencies, which is neat

forest thorn
void frigate
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completely unsupported afaik, things should break on ya'

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depends on your project though of course, might be fine if it's simple

opaque plume
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What causes the URP to have this softer light falloff?

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both are using linear colorspace and no post processing

merry monolith
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@opaque plume realtime lights in built-in RP use custom falloff that's almost linear (see the legacy option on following image). in baked lights + realtime URP + HDRP they use inverse squared falloff.

opaque plume
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oh interesting, and i guess inverse square is the most realistic then?

merry monolith
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it's supposed to be more physically correct way to do it, yes

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I'm guessing Unity never bothered to change this on built-in mainly due to large amount of projects having their lighting setup tuned with the old concept

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would have been nice if they would have at least given some option to toggle between

opaque plume
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yeah, i'm also going for more of a retro-look here so having that old linear falloff in URP would be nice

merry monolith
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this was recently discussed on NGSS discord.. apparently you'd need to mod the URP source code itself to tweak the distanceAttenuation if you want to change this for real-time lights

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I think you can still change the fallback for baked lights

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@opaque plume curious why not stick to built-in?

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(for your use case that is)

opaque plume
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i saw that URP has a super easy integrated way to render at a low resolution with sharp pixels

neon oak
neon oak
opaque plume
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the Upscaling option is missing 2021.2.10 but it exists in 2021.2.19

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so basically get the latest 2021 version

merry monolith
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they added that on .16 I think

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along with FSR

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(they redid the scaling settings to be able to add FSR)

opaque plume
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funny how they hide such things in those tiny releases

merry monolith
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it's weird because it's quite unusual for Unity to do this nowadays (add features after engine version has been out)

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by engine version I mean 2021.2 tech stream now

neon oak
merry monolith
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2021.2.16f1

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"URP: Added support for FidelityFX Super Resolution 1.0 upscaling filter."

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it was a backport from 2022 cycle

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or rather, they implemented it first on 2022.1

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I'm guessing they really wanted this to be in 2021.3 LTS which is about to release any day now

neon oak
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oh okay, thanks

neon oak
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I'm waiting for 2021 LTS before upgrading from 2020

merry monolith
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they always release the LTS in spring, it could be days or few weeks away

neon oak
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wow, cool cool

merry monolith
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(they also have internal 2021.3 version already)

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they aren't super consistent on the LTS release months though... 2020 & 2017 LTS got out in March, 2018 got out in May and 2019 LTS took all the way to June

restive atlas
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Hey everyone, I am trying to work with shader graphs in Unity 2020, but I can't get the shader to work at all.

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I also added a new Pipeline Asset as well

merry monolith
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@restive atlassave your floor sg?

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it won't update the changes you make until you save it

ocean hinge
restive atlas
restive atlas
ocean hinge
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nevertheless you should assign textures not in the shadergraph directly. Better add a "Texture2D" property and link it.

merry monolith
ocean hinge
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Okay 😄

merry monolith
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but yeah, I do agree with your point

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usually you would want to make your shaders as reusable as possible

restive atlas
merry monolith
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if you have some generic shader / shader graph related questions, just ask in #archived-shaders and people will be happy to help 🙂

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well, can't guarantee the last part but people usually try to help anyway 😄

placid laurel
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i need

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help :C

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the shader graph

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normal map

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acts like it doesnt exist

ocean hinge
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Post screenshots or nobody can help

placid laurel
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and yes the normal strength is set to 2

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but yet

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it acts like i dont have a normal map

ocean hinge
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you have a normal map texture?

placid laurel
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i do

ocean hinge
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Use a Sample Texture 2D with Type "Normal" instead of your "Normal from Texture" Node

placid laurel
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akay :D

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ill see if this works

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yey

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thanks

ocean hinge
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You're welcome ^^

slim fog
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Hello, I am using URP now and imported a model. The model has flexes/morphs. Is there a way to auto calculate normals?

ocean hinge
slim fog
ocean hinge
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The Model Import Settings

slim fog
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Okay, thank you. I will try that.

slim fog
void frigate
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is there a way to have this not be pink while using None on material creation mode?

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it's just a fbx file in my project folder

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I dare say this counts as a bug for URP,

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There's no way that I see to ask the FBX to not request this old standard material..

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Harmless, I guess, but very annoying.

void frigate
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Ohh, this is new🤞

vital turtle
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Hey guys, when using the Depth of Field Post Processing Effect, how do you keep the focus on an object that's closer to the camera while blurring out background objects? I'm using these settings and changing the focus distance doesn't do anything. In fact, it seems like the camera refuses to focus on objects that are close to it

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This is what this looks like

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Things only seem to go out of focus when they're closer to the camera

bold wyvern
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Hey there, in the last days I tried to create a custom shader graph to use as my skybox. When I apply the shader graph as the skybox it works just fine. The only problem is, that when I make unregular object in the skybox (not for example a gradient, but stars) they appear mirrored on the x-Axis. I supposed it is a problem with the method the texture is formed to the sphere of the skybox about I am not really sure. Can someone explain why the problem appears and how to solve it? Thanks

merry monolith
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pls don't crosspost 🙂

void frigate
boreal rapids
plain shore
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ok I've installed the package

steep marsh
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So I changed the render pipeline preset settings from high fidelity to balanced and now my LODs don't work anymore. Is there some settings I'm missing?

steep marsh
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Also anyone know why after baking the lightmap I get these bright dots on some spots?

ocean hinge
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Show your Lightmap Settings pls

merry monolith
neon oak
steep marsh
ocean hinge
merry monolith
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yes

ocean hinge
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cool

merry monolith
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hub still lists it under "other versions" but I'm sure they'll fix that soon

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Unity hasn't put official announcement out yet

ocean hinge
ocean hinge
steep marsh
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Shall I try setting the Lightmap resolution texels per unit up to like 50 and increase the padding more?

ocean hinge
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And how does the "texel validity" look like?

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Did you check "generate lightmap uv" in the import settings of your models?
The UVs seem to be stretched @steep marsh

steep marsh
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Thanks for helping btw!

ocean hinge
steep marsh
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Ahhh! Is that the "UV overlapping warning"? 😅

ocean hinge
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possibly

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you can btw see the overtlapping UVs when you choose it in the dropdown menu

agile gull
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With the Unity PixelPerfectCamera, how do I disable the PPC for one camera and have it enabled on another?

graceful falcon
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how do i use fog with URP? the fog in Lighting is broken

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id guess it depends on verticies

void frigate
pliant schooner
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I have problems with modifying the weight value from the urp volume. any idea on how to modify it?

marble vigil
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@steep marsh Your lightmap UVs don't have enough margins so light leaks from one UV island to another

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That also gives the UV overlap warning

steep marsh
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Thanks guys! Got lots better results with better margins and letting unity bake UV2s!

sour hatch
#

Hi, I have a question. When I increase the value of my Normal Map, strange reflections appear on my character. Does anyone know what this could be due to?

foggy juniper
#

im trying to create a render feature that offsets the camera matrix a little bit, 2 times in a loop. i can only ever get one of the two matrix offsets to render, according to the frame debugger. any ideas where im going wrong? here's the Execute method of the pass

public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
    SortingCriteria sortingCriteria = SortingCriteria.CommonOpaque;
    DrawingSettings drawingSettings = CreateDrawingSettings(shaderTagIDs, ref renderingData, sortingCriteria);

    CommandBuffer cmd = CommandBufferPool.Get();
    using (new ProfilingScope(cmd, profilingSampler)) {
        ScriptableRenderer renderer = renderingData.cameraData.renderer;
        Camera camera = renderingData.cameraData.camera;

        for (int i = 0; i < 2; i++) {
            context.ExecuteCommandBuffer(cmd);
            cmd.Clear();

            Matrix4x4 transformMatrix = offsetMatrices[i] * camera.transform.worldToLocalMatrix;
            cmd.SetViewMatrix(transformMatrix);

            cmd.SetRenderTarget(renderTargetIdentifiers[i]);
            context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref renderStateBlock);
        }


        ConfigureClear(ClearFlag.None, Color.clear);

        cmd.SetRenderTarget(renderer.cameraColorTarget);
        Blit(cmd, renderer.cameraColorTarget, TemporaryRenderTargetID, material);
        Blit(cmd, TemporaryRenderTargetID, renderer.cameraColorTarget, null);
    }

    context.ExecuteCommandBuffer(cmd);
    CommandBufferPool.Release(cmd);
}

and a visual example of what im seeing

#

i think it has something to do with the 2 lines at the beginning of the loop, but i cant figure out what im doing wrong

#

also the matrix transform isn't actually working, which may or may not be linked?

dry willow
foggy juniper
#

i have to keep the ExecuteCommandBuffer and Clear together or Unity crashes. putting them after SetRenderTarget causes nothing to render

#

this is 2021.3.0, btw

dry willow
#

Yes, you'd still want to Clear it after too. If putting it there causes nothing to render perhaps the view matrices being set isn't what you expect?

foggy juniper
#

oh true. they should only be offset by a tiny bit on the local x axis, but maybe something else is up

#

that was it! (for the most part). looking back i see i was using the wrong camera matrix to construct the new view matrix. thank you!

plain ocean
#

Why are small white dots visible in-between meshes? they fit perfectly but this still happens. The greenline represents the modular walls.

ocean hinge
soft lion
#

I'd imagine anti-aliasing could actually fix that. That jagged corner looks like they are not using aa atm. I don't know what would be the best anti-aliasing type to fix that

plain ocean
#

@ocean hinge @soft lion thank you both! I will check if antialiasing effect the white dots, tonight.

soft lion
#

you could try both msaa and some post processing aa

quick helm
#

I have a really strange question which I can't find anywhere in documentation.
Right now I have a custom fog renderer feature that I'm trying to swap out mid-game via a C# script. Does anyone know how to change the custom property of a feature within C#?

#

I've been able to get my settings and render data assigned properly, just don't know how I'd go about making the change to the feature itself

dense veldt
#

My materials got this really weird patches of colors over it, any clues?

#

Recently upgraded from Unity 2020.3 to 2021.3

#

Target platform is Android

sour hatch
dense veldt
#

Don't know how to fix it.

dense veldt
#

I figured it out, its because Im stupid and didn't read the warnings (tbf, who reads warnings)

#

Thank you summitgamesentertainment

#

LMAO NVM

#

IT DIDN'T FIX IT

#

IM GOING INSANE

dense veldt
#

Ok guys, I figured it out

#

Just don't use URP for android development.

placid laurel
#

When I add stylized water urp to my project URP but it has a pink error and it makes me very upset. Is there any way to fix it?

pearl parrot
#

transparency doesn't cast shadows?

marble vigil
pearl parrot
#

why do hdrp have transparent shadows?

#

i mean the shadow in hdrp is opaque

marble vigil
void frigate
#

Has anyone seen something like this before? I really have no clue what to make of this. It only happens in the Editor at very specific angles, and is fine in Play.

void frigate
#

this one is stable, but I was having rapid flickers with another material... which has stopped doing that. I did get a picture though

fair oxide
#

interesting. I've never encountered this problem before, sorry.

#

I assumed initially it could be a z-fighting issue

void frigate
#

ah, I can see the resemblance

fair oxide
#

that's what happens when there are multiple faces at the same spot

void frigate
#

both these scenes were working for weeks, this just started.. quite confused 😅

merry monolith
# pearl parrot i mean the shadow in hdrp is opaque

it's kinda weird that they use different logic there but out of the box, URP stock shaders don't do shadow pass if your have transparent selected... it's not something URP couldn't do, in fact you can still do this if you use shader graph

#

SG implements shadows regardless what you pick there

#

the shadow will be on/off kinda thing there too

pearl parrot
#

why is this happening?

marble vigil
pearl parrot
#

i don't know

#

it just happened

marble vigil
#

And which editor/URP version are you using

pearl parrot
#

2019

#

2019.4.30

teal hedge
#

How can i stop the game from automatically decreasing resolution of an object in the scene when i open other windows? My camera doesnt have dynamic resolution checked off so im confused why its doing it. using URP

teal hedge
#

Edit: it seems to only happen when i open up the settings panel in front of it. what could be causing this?

barren nest
#

Does anyone know if it's possible to get custom main/additional light data as a shader graph node when working with the deferred pipeline (via the GBuffer)? I've worked with examples for forward rendering, but can't seem to find much about deferred, and the way the URP shaders are laid out makes it difficult to pick apart.

soft lion
#

I’d be surprised if the render pipeline provides any lighting data to the fragment shaders because it’s not needed for shading

quick helm
#

bit of a simple question, but is there any way to set a different profile for a volume through script?

placid laurel
#

how come this model turns out all brown in unity? it looks like it's only taking one pixel from the uv.

neon oak
#

how can I animate a post process volume in the timeline? I click record but when I change my values in the inspector, nothing is being recorded.

slim fog
#

Is there a convenient way to parents clothes to a character in Unity3d

jagged dock
#

fsr for mobiles on urp?

peak anchor
stiff terrace
#

is there a way to add opacity map to a unity URP material or is it literally impossible

#

cant seem to find tutorials on it

fossil lily
stiff terrace
#

my savior

loud olive
#

How can i make the camera in urp depth only ?

soft lion
loud olive
#

how can I make png in unity transparent if the background is black?

#

this is my icon

#

these are the settings

marble vigil
#

It's best to remove the background of the icon in an image editor and save it as transparent PNG

loud olive
#

ok

arctic cobalt
#

I'm trying to draw a lot of different meshes that all share the same material using Graphics.DrawMesh, however this prevents dynamic batching and or the URPs batcher from being able to combine the meshes. I've been doing it manually using Mesh.CombineMeshes, but this is quite slow and operates on the main game thread and was wondering if there's a threadable or bustable solution that could use NativeArrays of the underlying vertex data?

frigid parcel
#

the scene colour node is grey even when i enable opaque textures and make the shader transparent

clear goblet
#

how do I stop unity stripping the emission variants from the simple lit shader. No object in the scenes have the material since they are all instansiated at runtime. My current solution is to have a hidden cube with the material in the start scene. I dot see a proper variant in the shader variants collection that I can add.

copper pilot
merry monolith
#

basically you need to do two things for this to work, have transparent surface type and opaque texture enabled on the URP asset, both which @frigid parcel has done already

#

@frigid parcel my first guess would be... you've enabled the opaque texture from asset that's not currently in use

#

would at least double check it's set on the right asset

#

quick repro here

#

SG set to lit + transparent and opaque texture enabled from URP asset

frigid parcel
copper pilot
#

Oh wait, yeah.

#

And make sure that opaque texture is enabled/'use pipeline settings' in the camera

frigid parcel
#

yeah i have that

copper pilot
#

AND in your URP settings?

frigid parcel
#

i do have more than one cameras

copper pilot
#

What IS the node outputting?

#

If you wire it right into your output

merry monolith
#

scene color, you see it on my screenshot

frigid parcel
#

it looks like this

merry monolith
#

if it can't access the opaque color, it will output full grey

frigid parcel
#

depth texture works

merry monolith
#

if you change other settings from that same URP asset, it changes those on your scene/game view?

#

I'm still trying to get confirmation you are changing the right asset

#

I ask because after Unity putting extra URP assets per quality levels, people have been struggling with this

#

(URP assets set in quality levels override the URP asset set in graphics setting and Unity doesn't give a warning about this)

frigid parcel
#

oh it works now

#

i had to adjust all of these

merry monolith
#

nah

#

you only need to adjust the ones you actually use

#

go to your project settings->quality and note the SRP asset override there per quality level

#

the reason why I try to hammer this in is that you should be aware of what actually affects your settings, not just randomly enabling toggles on dozen assets until it works 😄

crystal summit
#

i can show a video, but something doesnt work with my urp projet, i have a world canvas and it has a ui text in it, the world canvas has the right camera that display that ui text and it still follow the screen, i have a follow script attached to another camera to make it follow the player if iI turn it off the world ui doesnt move.

blazing wigeon
#

so, ive got 2 problems:

  1. i made a shader in shadergraph and only applied it to my terrain layer, however all objects that overlap with the terrain also gets the shader effect. How do i make it so the shadergraph only effects the terrain?

  2. The unity particle system(fire/smoke effect) in the following video gets displayed behind all objects, how do i make it appear normally (objects infront are infront, and behind are behind)? Ive tried messing around with the sorting layers but that didnt change anything.

This video demonstrates both issues: https://youtu.be/_ha16FROmtM

#

ping/reply if you have an answer pls

desert vault
#

can anyone help me find the option for indirect lighting color in URP

#

realtime (EDIT: found it)

thin thistle
#

I am developing a custom render pipeline based on URP and I'm adding some custom pass.
To help debug, I would like to be able to save the result of RenderTextures between passes on disk for further analysis and share with artists.
Of course, the Frame Debugger let us view those but it would be great to automatically save those intermediate steps on disk.

I init my RenderTextures during the Create of my ScriptableRendererFeature (I could do the init in the pass) specifically so they aren't from the cmd buffer GetTemporaryRT. Eventually, they will be temporaryRT to save on memory.

I thought I would write the RT to disk it during the endContextRendering callback: RenderPipelineManager.endContextRendering += CustomOnPostRender;
and then use the ReadPixels to a texture (of the right size), EncodeToJPG() and finally WriteAllBytes on disk.

I have two questions:

1 - Is there a way to retrieve the RT that Unity uses and that aren't temporary in the endContextRendering callback? For instance _CameraDepthTexture or the final RT (what we see on screen)?
I could use a blit with my own RT as destination but I think it would duplicate the memory if anyway Unity keeps them during the whole frame.
RenderTexture.active is null at this point.

2 - In certain cases, I am using some Experimental.Rendering.GraphicsFormat that aren't supported by Texture2D. Is there something I'm missing to convert between different formats or do I really have to write a custom blit to rebuild the RGB channels to export to PNG?

pearl parrot
#

is there a way to fake volumetric spot headlights?

slim vault
#

Is there a way to add post processing layering to Render Objects feature?

sharp sun
#

What is going on here? It's saying that I don't have a URP asset set

#

When I, in fact, do

#

(trying to load URP in my HDRP project... maybe this is just a bug... 2021.2.19f1)

marble vigil
#

@sharp sun Did you check Quality tab?

rough galleon
#

I'm unsure if this belongs here, but does anyone know a possible reason why parts of my model keeps disappearing when zooming in or viewing at certain angles?

#

several answers online say to press F, but that doesn't work

soft lion
rough galleon
#

how do I check if it's messed up, and how would I fix it?

soft lion
#

Does that happen in game view or only in scene view?

rough galleon
#

both

#

maybe it's because the object starts off small and then transforms into a large object, and the boundary is still the small thing

soft lion
#

Boundaries are calculated automatically but they can be wrong if you use procedural mesh generation or vertex shader that moves the vertices when rendering

rough galleon
#

again, how do I check if it's messed up, and how would I fix it?

soft lion
#

You have to visualize it using gizmos for example but in general that shouldn’t be a problem. How do you scale the sword? Using shader? If you change the scale using the scale property of transform, boundaries should scale accordingly

rough galleon
#

it's scaled via animation

soft lion
rough galleon
#

I'm unsure what that means

#

it's animated with an armature

soft lion
#

Then it is

#

Skinned meshes can have some boundary issues, don’t remember how it was exactly. ”skinned mesh bounds unity” on google would probably give some results

rough galleon
#

I see, thanks

soft lion
#

According to the documentation, atleast these can cause problems with bounds:

animations added at run-time;
additive animations;
procedurally changing the positions of bones from a script;
using vertex shaders which can push vertices outside the precalculated bounds;
using ragdolls.

#

I haven’t worked much with skinned meshes (skinned mesh is basically a mesh controlled by bones/amrature) but if I remember correctly, you can adjust the bounds manually from the skinnes mesh component same way you can scale colliders

rough galleon
#

I think I fixed the problem-- while searching online I found you can manually edit the bounds, and mine were just really small

soft lion
#

Why you even need to scale up the sword in the animation? Wouldn’t it be easier to have it correctly sized without any animations?

rough galleon
#

it's just a nice visual

#

just like any other animation

soft lion
#

Having larger mesh and scaling down instead of up would probably prevent some bounds related issues. If you decide to scale the bounds manually, be careful not to scale them too much so the sword doesn’t get rendered (bounds are basically meant to determine the box area where the mesh is. That box is used to choose whether the mesh is inside or outside of the camera view and needs to be rendered) when it is actually outside of the view so it doesn’t make any performance impact (not going to be huge performance impact obviously but there’s no point rendering objects outside the camera view)

rough galleon
#

makes sense

#

thx for the heads up

soft lion
#

np

half ermine
#

anyone have any idea

#

why the square on the left

#

is not showing in the game view?

placid laurel
#

excuse me how to upgrade shader to urp, i cant upgarde this LowPolyWater to URP ;-;

mystic delta
#

Custom shaders you'll have to recreate for URP

near dove
#

urp 2d light target sorting layer isn't working properly.
What should i do

warped skiff
#

I saw some urp shaders that use CGPROGRAM instead of HLSLPROGRAM

#

i thought cg wasn't compatible

soft lion
placid laurel
soft lion
# placid laurel How to??? Also i am newbie

you know how to write shaders? if no, there's not really any easy options (other than learning to write shaders...). you'd be better finding asset that supports urp already

placid laurel
#

Also i don't have moneys to buy URP low poly water

soft lion
#

then do it yourself (i'm surprised if there's no low poly water shaders for free/free tutorials online about water shader graphs) 🤷‍♂️

placid laurel
#

Hmmmmmm ok

thin zodiac
#

is that possible to change how the light distance attenuation work from a shader ?

merry monolith
#

@placid laurel you could always just stick to built-in renderer too

#

@thin zodiac depending on your URP version, it would be defined on the internal URP shaders.. so you'd have to modify these from the URP package itself or duplicate and swap the include (or lighting function) on your own shaders

thin zodiac
#

cursed solution i guess

merry monolith
#

maybe that helps... just remembered I used that myself to make reflective signs show up further away

thin zodiac
#

i'm going to read that thank ytou

merry monolith
#

basically what happens there is that you just bypass the lighting function with your own equivalent there

mortal furnace
#

Hi. i have a really strange problem, maybe someone can help me!
In my project i have 2 URP renderer: one regular and one 2D. All time before the problem, project was using 2D renderer, but know i have my own render system which works on regular URP renderer, and i'm not sure about how it working with 2D one. So know i want to switch project's renderer to regular one. To do this i go to Project Settings -> Graphics -> Scriptable Render Pipeline Settings and set it with new URP renderer SO. But somehow cameras on all scenes, no matter old ones or new, have old renderer. Ok, maybe it just some meta data mess, but Frame Debugger tells the same thing. So my question is: what i do wrong? how it possible when i changing render pipeline asset and things continue renders with 2D renderer?

#

Now, when i've deleted 2D renderer, cameras have switched to new one

visual snow
#

I think this is more a URP question but.... I'm having a weird issue

#

Multiple objects that share the same material are being affected by the opacity of the sprite renderer on other objects that share the material

I have Object(1) and Object(2)
the material parameters are not being touched at all, but when I raise the opacity on Object(1)'s Sprite Renderer component, it doesn't raise the opacity of the other sprite renderers, but the material does become equally visible on all objects that share the material... and if I raise the opacity on another object, its stacks additivley

#

omg I even duplicated the material and put the different duplicates on different objects

#

and its still happening

mortal furnace
#

@visual snow is it happening in edit mode only?

visual snow
#

no, it happens in play mode too

mortal furnace
#

is it possible that you actually edit prefab values?

visual snow
#

I unpacked the one I am editing

#

and I am editing in scene view not prefab view

mortal furnace
#

But i see that AnimSpear isn't unpacked

visual snow
#

well I just ocmpletely unpackked all of them, and its still happening

#

ALSO I am even more confused now because I made a NEW SHADER and a new material

#

and put that new material on one of them but not the other two

#

and its STILL happening

mortal furnace
#

hmm, i've faced some black magic with URP today, you can see it in this chat. What unity version you use?

visual snow
#

2019.3.5f1

mortal furnace
#

What Frame Debug shows?

visual snow
#

??

#

not sure what that is

mortal furnace
#

There is window in unity Frame Debugger. I'm not sure is it built in, provided with URP or inside separate package

visual snow
#

render pipeline debug?

mortal furnace
#

1sec, i'll show what i'm talking about

visual snow
#

wait I think I know what the issues is omg....

mortal furnace
visual snow
#

yea I got it ....

#

for some reason... the image I was using as the sprite on the glow effect was HUGE and overlapping onto the other objects, which for some strange reason share the mask

mortal furnace
#

frame debugger let you inspect rendering process step by step (and much more), so you can use it with future rendering issues

minor elk
#

Anyone know why I cant connect my displacement uv to the position output? I'm just trying to make a simple material with scrolling displacement

marble vigil
#

"Sample Texture 2D LOD" can be used, however

random stone
#

Is there a particular reason for decals projecting on transparent surfaces being unsupported in URP? I really need this feature. I tried custom shaders for decals (for URP) I found around the web, but none of them works on transparent surfaces. Is this an engine/renderer limitation?

soft lion
random stone
#

Yep, I kind of expected this to have something to do with DBuffer. Thanks for clearing that out.

random stone
soft lion
#

You could but there are reasons why transparent objects tends not to write to depth buffer. It can mess up some sorting related things (I don’t really know much about it)

thin zodiac
#

hoy, i want to do turn objects between player and camera transparent. But, we are using decals so, we can't turn surface type from opaque to transparent. So I thought of doing a render pass feature but i don't know if it's a good idea and also if eys, how to do it well.. Any help ?

feral quartz
#

im using urp for 2d, how can i make the post processing volume apply to a specific layer / object?

tame wyvern
#

Hi all! I want to make a distortion effect (like ray´s space deformed) when shooting like in this video, but I do not know how to do so, any idea? I would purchase this asset but it is not URP compatible, so useless in my project. https://www.youtube.com/watch?v=VhxSm7lUpoo&t=7s&ab_channel=KnifeEntertainment

arctic cobalt
quasi drum
#

im trying to add a texture to something but the material uses something called "Legacy Shaders/Self-Illumin/Bumped Diffuse"

#

and my project uses urp

marble vigil
candid owl
#

hi, I want to take a shadowmap from URP feature, asyncly

URPfeature render shadowmap;
yield;
get the shaodwmap, after the frame end
#

how to do this ?'

stuck coral
#

Just upgraded to 2021 LTS from 2020 LTS, anyone else seeing huge increase in build times?
Seems to be down to shaders.. I'm seeing "Preparing variants for compilation <number> / 1308M" surely that can't be right
Also seeing failed builds due to errors in the standard URP/Lit shader (maximum ps_4_0 sampler registers exceeded at path/LightCookieInput.hsl followed by the same error with ps_5_0)
please someone tell me I'm doing something wrong here and unity hasn't just taken a broken alpha release labelled it as LTS

quasi drum
river tiger
#

hi, does anyone know what this error is and why it may be happening?: 'Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl'. at line 1722

warped skiff
#

you might need to install vfx graph

river tiger
#

i have it installed

dire condor
#

Can I make simple transparent material using URP without having to make shader?

clear goblet
#

Yes, just change the surface type to transparent

dire condor
#

or im just blind, i dont understand

clear goblet
#

if I'm not mistaken the alpha of the tint color controls the transparency if there is no base color map. If there is then it comes from the alpha of the texture itself

dire condor
clear goblet
#

yes

#

decrease the alpha

#

of the color

dire condor
#

That actually makes a lot of sense, thank you :d

sly oasis
#

Apologies for the terrible quality phone recordings, my HDMI capture device is on the fritz...
I'm not sure how many will care about this anyway, but small personal achievement that took a lot of trial and error, getting URP to work on Xbox One X with DX12.
The difference between DX11 and DX12 really speaks for itself, and honestly if I hadn't of stumbled across the setting, I might not have even considered continuing to develop for Xbox in Unity.
This was a "prop hell" scene I knocked up using a bunch of free marketplace assets. Most of them not made for URP and were 'upgraded' by me to be supported.

thorny sparrow
#

Hi I need help with URP

#

I want to use URP interact with lights

sly oasis
rough galleon
rotund flower
#

so i have some shaders/scripts for adding glitches to a camera (not made by me) but thay dont work on urp after i swaped but i cant find any script that fits what i need is thare any way to convert the shaders?
https://github.com/staffantan/unityglitch
thats what im using

soft lion
exotic jetty
#

Hello ! I have a problem ! I create a Unity 2D URP template and now i would like to use the 3D lighting system. The thing no light is rendered at all in the game and scene view. I don't know exactly where it's coming from, i tried to tweak a little bit the render pipeline and the lighting windows but nothings changed
For me there is a chance that it's come from the rendering part of my camera. Under renderer i can only select renderer2D. IF someone have an idea about this !

languid arch
#

Does anybody know how i can access those two properties from script in URP12? Ive tried light.shadowCustomResolution and light.shadowResolution but they seem to not do anything.
The documentation https://docs.unity3d.com/ScriptReference/Light-shadowCustomResolution.html also states that shadowCustomResolution is not used in URP. So is it possible at all to change those values from script?

warped skiff
exotic jetty
#

@warped skiff i erased the settings file and selected another pipeline and it seems to work. I still don’t understand anything about this 😄

warped skiff
#

2d renderer sucks thats all u need to know

exotic jetty
#

Haha ok ! Thanks 🙂

thorny sparrow
limber tulip
#

i'm trying to follow brackey's tutorial on outlines but i dont' seem to have the unlit master shader node that he has. i only have a color and an alpha node

#

this is my first time working with shaders in unity (done some stuff in blender before) so i'm kinda confused

cedar birch
#

Hello. Does anyone have experience with URP on mobile? Having some performance issues with brand new project. Literally adding 2 lights with shadows and post processing volume brings down the framerate from stable 60 to ~30.

ocean hinge
soft lion
# cedar birch Hello. Does anyone have experience with URP on mobile? Having some performance i...

Realtime lighting let alone realtime shadows are very rare on 3d mobile games. Realtime lighting and some post processing effects can be really expensive on mobile devices. Everything that can be precalculated should be. Simple lit shader should be cheaper than the regular lit shader or complex lit shader but it has more limited properties to play with. I have heard that most of the post processing effect are so expensive they shouldn't be used for mobile and it would be better to use custom effects made by you or use optimized mobile post processing effects from asset store

shut idol
#

I seem to be having some issues with the render pipeline converter. I just created a new project in 2021.2.14f1 and tried converting the materials of an asset I imported from the asset store. But no materials show up in the render pipeline converter:

serene orbit
#

I changed my project to use URP and now my shadows seem a little bit off.
The far left and far right shadows just end abruptly. If I put a spotlight above the object in those areas, it correctly casts a shadow but the overall one seems to be short now. I am only using the default directional light at the moment

serene orbit
ocean hinge
serene orbit
#

I see! Good tip!

ocean hinge
serene orbit
#

No 😦

limber tulip
#

so i'm trying to make an offset, but my problem is the alpha. if i just try to highlight the offset parts like this, all the areas i want transparent are black. how can i make them transparent?

#

right now it's looking like this:

pure horizon
limber tulip
#

not really

#

that wouldn't be a solution at all

limber tulip
sharp ingot
#

I read a lot of posts that said that the urp shadows are sh*t....how about it...I also havn't great experience with them too

limber tulip
#

this doesn't have anything to do with shadows

pure horizon
limber tulip
#

ill try that out thanks

sharp ingot
limber tulip
#

i'm using unlit shaders

#

hmm this is what happens now. (left is just the normal image, to the right is the one with the shader)

#

i'm honestly confused by this

cyan talon
#

It's just maths. Figure out what you want as an output, and do the maths to make it happen

#

Presumably you've split your subtracted output and used that alpha. Think about how that works right now

#

where the two overlap their alphas will be 1. You combine with subtraction, 1 - 1 and get 0. So where there is overlap, the alpha is 0

limber tulip
#

well could you tell me what i'm doing wrong then

#

wait

#

shit

#

nope i still dont get it

#

i'm subtracting alphas

#

they are 1 everywhere

#

oh

#

yea i get it

cyan talon
#

you should also use the preview node on that output, which might help you understand what it is

limber tulip
#

yea i just figured it out

#

because i'm offsetting the image, it's also not overlapping on the other side, meaning it will have an alpha of 1 there

#

quick question: how do i change all the pixels' colors to another color. i know about the replace color node but it only seems to change one specific color to another, which isn't my goal

cyan talon
#

Just feed in a color into the Base Color output

limber tulip
#

i love you

empty path
#

Stuck on this, just clicked on a material and off we go.
Anyway to do a save? I'd restart unity but I have a lot of unsaved work.
edit: went away after a few more minutes

rotund flower
#

im getting this error spamed in console

Reduced additional punctual light shadows resolution by 4 to make 6 shadow maps fit in the 512x512 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

#

ive done what it says but it still spams

limber tulip
#

anyone know how to change the color of all the pixels in a texture? i have to add it to something after so i can't just set a color as the base color. i tried using replace color node but it only replaces a specific color, but i need it to replace all the color in the texture

static shadow
#

Does anyone know how to handle this? All of my lights are currently set to realtime, as I need to be able to toggle everything but the lights are bleeding through from the outside into the wall.

urban monolith
#

is there a way to make the icons in assets folder not pink after upgrading mats? in the preview panel it shows the correct colors but the icon in assets folder is pink

mystic delta
#

Reimporting assets maybe recache it

#

Or regenerating Library if that doesn't work

urban monolith
#

reimporting did not ill look into regenrating library never done that

mystic delta
urban monolith
#

thanks

#

so everything works in the prefabs but in the meshes folder which is the import settings folder they are still pink i guess i can live with that

mystic delta
#

Well nuking the Library should fix it if it is capable if displaying them correctly at all

urban monolith
#

i changed the import settings on the meshes, they were set to legacy for some reason...changed to use embeded and re imported again and fixed all.. so all are looking great

#

Thank you for the link though saved a lot of time

half relic
#

Not sure if this is the right place
Basically just wanna ask asset integrations
Have anyone tried URP + Amplify + Bakery + Magic Lightmap switcher + Magic Lightprobe combo?

#

Any general tips when integrating several graphic tools together?

half relic
#

Like this. I'm not sure what's going on
Flat pink, ok. But this one's pink but properly shaded
Material preview shows grey correctly

cyan talon
#

If you've baked lighting, rebake. Sometimes it bakes with the shader error magenta

#

@half relic

half relic
#

Ah yes thats the one
Happened right after adding Bakery

rare fern
#

Sooo, I'm tryiing to create a special renderer that will render shapes of 1 colour.
It does render objects with chosen layer only.
But those objects are rendered with white colour, meanwhile Material chosen in renderer feature is fully red.
Any idea why it's like this and how I can get to choose a colour of this special render?

inland saddle
#

I've added my own custom post-processing effect:

#
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

[Serializable, VolumeComponentMenu("Custom/Transparancy")]
public sealed class Transparancy : VolumeComponent, IPostProcessComponent
{
    public ClampedFloatParameter transparancy = new ClampedFloatParameter(0.24f, 0f, 1f);

    //Can be used to skip rendering if false
    public bool IsActive() => active && transparancy.value < 1f;

    public bool IsTileCompatible() => false;
}
#

How do I know make this Component do stuff?

bleak oar
#

https://www.youtube.com/watch?v=DZyLiU09QRM which version of unity is this? my 2021.03 version doesnt have it and I would love to have this

It's here! Realtime point light shadows in the URP! No longer burn time baking your light maps just for point lights. Learn to adjust and refine the shadows of your scene. Baking is still great, but now you can also have point lights following characters and animated in the scene while casting shadows in realtime.

▶ Play video
bleak oar
#

how do I get a real time shadows with point light? I have this light set up as Realtime but it's not casting any shadows

#

the object in the picture needs to move so I dont have Static Shadow Caster on but I do have Shadow as On

velvet trellis
#

is the SRP batcher just flat out broken in 2022.1.0b16? I've got a bunch of default capsules in an otherwise empty scene in a largely blank URP template project with the standard lit shader on all of them, and I'm not getting any batching at all, the frame debugger is reporting no batching due to SRP: First call from ScriptableRenderLoopJob

sinful oracle
#

hey, i have a warning with URP, which is this:

#

but i don't find on graphics the way to resolve this

#

Thank u 🙂

#

I'm supposed to get universal render pipeline on rendering, however i only get this:

#

am i totally stupid or not x)

marble vigil
sinful oracle
#

Ohh, okay thanks !

static shadow
#

I just downloaded a car from the AssetStore but it's not URP friendly. On 2019.3 I was able to hit a convert button to URP, but that doesn't seem to be the case now and the 'Render Pipeline Converter' doesn't seem to be wanting to take any of my files. How can I convert assets now?

sinful oracle
#

I've done a shader graph to be compatible with URP, but it doesn't work, i've done like my tutorial like the picture, but the preview is always pink..

merry monolith
#

you don't have URP enabled

#

@sinful oracle

sinful oracle
#

really?

merry monolith
#

just installing the packages will not actually enable it, you have to assign the SRP asset for it. it's instructed on the getting started docs 🙂

sinful oracle
#

I think i did it ? look

#

Is it like this?

merry monolith
#

that's is not the SRP asset setting

#

look into graphics

sinful oracle
#

this one?

merry monolith
#

yes

sinful oracle
#

what should i put in it?

merry monolith
#

your URP asset

sinful oracle
#

that i created in my assets then?

sinful oracle
#

it works !!!

#

i did that this afternoon

#

but it has been reseted, all fine :x

merry monolith
#

it shouldn't reset but if you deleted the original asset you assigned and just created a new URP asset, it would clear that entry

sinful oracle
#

It works this time, i have another problem but it's not about URP

#

thanks a lot man 😉

acoustic zinc
#

Hi guys,

I am doing this Sebastian Lague Ray Marching stuff: https://github.com/SebLague/Ray-Marching and this project working fine even on 2021.2.16f1 version of unity engine on buildIn shader. But i am now developing project based on URP and this stuff don't work in URP. Do you have any ideas why, because i spend on it like 12h and don't find solution? Or you have maybe different tutorial about ray marching that work in URP ?

serene orbit
#

Reposting because I still haven't fixed this:
I changed my project to use URP and now my shadows seem a little bit off.
The far left and far right shadows just end abruptly. If I put a spotlight above the object in those areas, it correctly casts a shadow but the overall one seems to be short now. I am only using the default directional light at the moment. Anyone have any ideas?

marble vigil
keen wigeon
#

does anyone else get this error from time to time when using urp?

[Worker1] Trying to get RenderBuffer with invalid antiAliasing (must be at least 1)
#

also this:

[Worker1] Attempting to get Camera relative temporary RenderTexture (width || height <= 0) via a CommandBuffer  in a Sriptable Render Pipeline.
#

I mean it works, but it's really annoying

cyan kestrel
#

Hello all, a friend of mine told me to use URP to fix an issue I was having but it doesn't appear to work. Please correct me if this is the wrong channel.
Basically I made a 3D model in Blender with a material, exported as FBX and put it into unity. When trying to apply the material, it just appears purple. A video I was sent fixed this issue using URP but it didn't seem to work for me. Any ideas? Thanks in advance.

willow flume
#

is there a simple way to have an unlit material receive shadows?

marble vigil
willow flume
#

i havent really done a whole lot of rendering stuff since deferred rendering started becoming popular. But shadows were just a texture render target that was multiple with other buffers.

marble vigil
#

But that's not simple unless you know your way well around shaders

willow flume
#

i guess the answer im looking for is that can this be achieve in shader graph alone or do i need to make custom HLSL scripts.

marble vigil
willow flume
stone panther
#

If I only display the outer side of an object in unity with urp I get strange shadows. As soon as I render the object from both sides I get a normal shadow. Do I now have to render the object from both sides or is there a better option?

marble vigil
stone panther
marble vigil
stone panther
#

do you mean smooth shading or what do you mean?

soft lion
cerulean sandal
#

How do I get things like "walls" to block light in unity 2d?

thick radish
#

Can I apply my URP shader to a material without losing the cutout property of the texture I applied to the material. I want to create a glowing leaf but when I apply the shader to the material it just sets the texture I was using to null so I get a glowing square. I want to keep the shape of the leaf from the texture.

cerulean sandal
#

Thanks I will try it

desert abyss
#

say i want to port my boring, default rendering pipeline to urp

#

is there anything i should do beforehand?

#

is it the same as porting over materials and models to hdrp, where everything turns into this pink mess?

marble vigil
#

Conversion to URP is not destructive but requires changing a lot of settings and converting a lot of assets so a backup of the project can come in handy if you don't have full confidence in your ability to sort it out or reverse it if it seems to get tangled up

#

It should be less work than conversion to HDRP as that has a lot of parts that aren't directly compatible

desert abyss
#

how would i go about porting models to urp?

marble vigil
desert abyss
#

ok

#

thanks

marble vigil
#

Only Unity's own shaders/materials can be converted, so any custom shaders you have need to be URP supporting variants

desert abyss
#

so i ported over everything

#

it's fine now

#

but nothing's happening, and there's no "post processing" option under the camera

marble vigil
desert abyss
#

there's not much in my project at the moment

#

but i'll check out the pinned

marble vigil
#

The project size is not important

merry monolith
#

the point is... URP's intro docs are literally meant for people starting to use URP.. most of your basic questions will be answered there

#

we can help here if you struggle even after you've read the docs, otherwise we'll just be repeating here what the docs already explained better 🙂

mossy herald
#

I do not know where to ask this, so i will simply ask there. Does anybody here know how do i make a mirror using URP?

marble vigil
#

I believe the Boat Attack demo implements planar reflections so you may be able to steal that

pure horizon
shell scroll
#

Soooooo

#

I want to render to a texture with post-processing

#

I want to put a post-processing volume on a camera, then output to a render texture

#

Nevermind

#

Hah

#

Fixed it

#

The rubber duck strikes again. Was about to take a screenshot when I noticed an option that made all the pain go away.

shell scroll
#

There was no solution as such, I had just failed to set the right culling mask

#

So when I set the post-processing volume to local, nothing happened which I assumed meant that the post-processing was not happening

#

Then, while I was looking for a good place to screenshot to share here, I noticed that my volume mask was set to Nothing

#

Set it to the layer the camera was sitting in, and ta-da

#

Now the only problem is that I need to add my own post-processing effect and that seems to not be officially supported by URP

#

So I'm gonna see if I can pull this off very quickly in legacy instead

fringe tulip
#

Hello there. Dunno if I gotta ask here in one of the scripting channels but is it normal that Renderer Features still have the checkmark on after disabling them through script? Meaning URP SSAO in Unity 2021.latest.
Thanks!

#

(Script works and SSAO is definitely turned off. Using .setActive() which reflects properly in-game but not in the Unity Editor UI.)

cerulean sandal
#

Update: I got the shadows to work, I needed I sxript on the game objects that will allow shadow

marble vigil
cerulean sandal
#

Oh

#

Well I do

cerulean sandal
#

This is one example of it:
https://youtu.be/vpMM8VzkmoA

As always I am bringing you a straight to the point Unity tutorial on how to create 2D lights in unity + Realtime 2D shadows + post processing to create easy to use effect to the game which will improve the look of your game in under 5 min!

Join the Discord squad
https://discord.gg/7pVyCnr

Affiliate links to my SetUp:
Lenovo Legion Y540 PC:
ht...

▶ Play video
twin heron
#

can someone plz help me with URP, why all the time the objs middle parts get more bright and white with URP postprocessing in unity

ocean hinge
twin heron
#

Here this blue color flame supposed to be blue, but under URP it shows blue only in the edges... I want it to be totally blue...like a flame. not for this all my objects except black, center is whitish and bright like this

twin heron
marble vigil
# twin heron

Additive blending makes brightness accumulate which starts tinting towards white (if there is any non-blue color in the sprite)
That's how it'd look in real life if you had an intense blue flame
You can try blending mode "alpha" for brightness to not stack

twin heron
coarse radish
#

I'm attempting to figure out various aspects of URP and how it impacts performance in the profiler. One thing I'm noticing is that in my game, when I keep the camera stationary, I get 30fps consistently. However, when I wiggle my mouse a bit to move the camera continually, I get 60fps. This is the opposite of what I expect. In fact, in the profiler, the draw calls are identical, they just take twice as long when the camera is stationary. What's up with this?

#

(I have vsync off, fwiw)

indigo flame
#

With the profiler open keep the camera still and then once the fps has leveled out from standing still move the camera around and then pause the game. Hopefully it had enough time that the profiler has information from both instances so you can compare and see whats happening during both states

coarse radish
#

yeah I have been comparing. There is no difference that i can see. On the before I move the camera, on the CPU side, WaiteForPresentOnGfxThread is 21.97ms, and on the frame after I move the camera, its 6.39ms

#

on the GPU side, GPU ms for each frame is 16.77

pulsar thunder
#

is this in editor or dev build

coarse radish
#

editor

pulsar thunder
#

try dev build with profiler support

coarse radish
#

that's fine, but can this behavior be explained?

pulsar thunder
#

Unity Editor being weird I guess? I can't think of a good explanation sorry 🙂

coarse radish
#

I'm asking because I'm teaching a class, and I'd like to know what this behavior is, such that I can explain it to my students

#

gotcha

#

I suspected as much, but I was hoping there was some explanation 😛

#

it seems super suspicious that my FPS is either locked to 30, or locked to 60...

pulsar thunder
#

maybe sth about editor fps being locked

#

is it 2021?

coarse radish
#

I assumed it was Interaction Mode stuff, but that doesn't apply in play mode

#

2020.3

marble vigil
pulsar thunder
#

2020 editor fps is super weird / bad afaik

#

2021 had major improvements

coarse radish
#

lordy

marble vigil
#

30, 60, 120 and so on I think

coarse radish
#

right but I have vsync off in the player settings

#

although maybe that doesn't apply in the editor?

marble vigil
#

Editor has its own vsync checkbox in the game window resolution dropdown

coarse radish
#

ohhhhh

#

yeah that's unchecked lol

#

I cannot connect to the profiler in my development build for some reason, but I am noticing the same framerate behavior with the camera

#

ok I was able to connect and yeah it's basically identical behavior in both the build and the editor

#

hmmm, ok it looks like PostLateUpdate.PresentAfterDraw is what is changing, time-wise

#

on frames where the camera is stationary, it takes 19ms on the GPU. On frames when the camera moves, it takes 4ms

#

you know what, I'm going to make sure this is still a problem on the laptop I'll be teaching from. Cause if it doesn't happen there in the editor, then I can just ignore it as part of my lecture...

indigo flame
#

It almost seems like it waiting for something to do could be causing an issue but it doesnt logically make sense for that

coarse radish
#

well, doesn't seem like it's an issue on my laptop, soooooo... problem solved!

#

now to invent a bunch of ways to cripple my framerate, so I can teach my way out of them...

indigo flame
#

Draw calls, vert counts and over post processing effects (not properly tuned), not culling, not baking lighting. Theres some suggestions mostly from personal experience of things that can murder framerates

coarse radish
#

gotta have SSAO with 20 samples, that's critical to visual quality 😛

#

this laptop is too new... my scene won't render at anything below 120fps unless I crank Render Scale up to 2x lol

indigo flame
#

Lol

coarse radish
#

there's no view modes like overdraw in URP 2020.3 right?

indigo flame
#

Im not sure, i use hdrp primarily

random stone
#

Anybody managed to blit the camera target into temp texture while retaining stencil buffer? There's very little info about that online, most of it apparently outdated.

dry willow
random stone
#

The Blit function automatically uses _MainTex property, so I don't have to feed the camera texture to it manually. And honestly, I haven't yet found a way to bind the camera texture into a material via code (I'm probably just missing something)

dry willow
random stone
#

Sampling _CameraColorTexture in shader or binding it by name in the render pass code causes this weird thing in the editor where when I select any material or UI object in the hierarchy, some renderer features just stop working (decals, and other custom features that rely on the color texture).

random stone
placid laurel
#

On URP, is there a way to increase lights higher than 8?

#

It just looks weird in my game with only 8 visible at one time

marble vigil
placid laurel
#

If I baked the lights would that solve the issue?

marble vigil
#

You can also get more mileage out of lights by decreasing their ranges and reducing the size of continuous meshes, as limits are per object

placid laurel
#

I see

vernal yarrow
#

Hey, why did my post processing turned off after converting scene to urp 2d lighting ? How to turn on effects ?

vernal yarrow
#

ok sorry

#

but no one replied

vernal yarrow
fading flame
#

Is anyone aware of issues with Custom Render Passes in URP on OpenGL in builds?

I have an unlit Shadergraph with float4(1, 0, 0, 1) into the frag base color node that I'm using as a blit during a custom renderer material.
When using Direct3D, Vulkan, and OpenGL, works fine in editor in both scene view and play mode. When using Direct3D and Vulkan, works fine in build.
When using OpenGL, screen displays black instead of red in build.

gist link: https://gist.github.com/occasoftware/8f19ac17c13f6403e3913da3fae07008 and Shadergraph attached

Gist

Render Pass Example. GitHub Gist: instantly share code, notes, and snippets.

split stone
#

Add this: URP_ENABLE_CLUSTERED_UI to your project scripting defines. Then where you select forward or deferred there will be a checkbox (when forward is selected) with the option for clustered lighting.

#

Note that this is prerelease still and is still being worked on.

thin zodiac
#

hey, i'm trying to sove a light issue on urp, when i'm far of my light, it seems good, but when i'm closer it work not as expected. Any idea ? We've first thought it was due to max light per object, but it also appear when i'm using deferred lighting

marble vigil
split stone
pearl parrot
#

parallax corrected cubemaps?

marble vigil
pearl parrot
#

im using unity 2019, because it offers good performance j..

ocean hinge
thin zodiac
ocean hinge
thin zodiac
#

when i'm free ye

placid laurel
#

Anyone know how I can enable deferred rendering?

marble vigil
placid laurel
#

How do I find it then

#

Oh I found it

#

Lol

south horizon
#

Is there any obvious reason a Graphis.DrawMesh is showing a visible mesh, but Graphis.ExecuteCommandBuffer(buffer), with a buffer that does the exact same thing, doesn't work? I can see the polygon count going up, but nothing is showing on the screen

thin zodiac
marble vigil
#

Since it seems localized to that one light you have ways of trying to prod it to see if it reacts to anything, or if it can be fixed by replacing it with another identical torch

split stone
# south horizon Is there any obvious reason a Graphis.DrawMesh is showing a visible mesh, but Gr...

Graphics.DrawMesh emits a mesh into the scene graph for one frame. This gets processed by all passes and similar with real material processing. cmdbuffer.DrawMesh just draws a mesh RIGHT THEN AND THERE in the command stream and does not do anything with the scene graph and lighing. The naming here is bad IMO the cmd buffer version should be cmdbuffer.DrawMeshNow like we have Graphics.DrawMeshNow

thin zodiac
#

i"m going to try to add a torch

#

(maybe my shader is a part of the problem)

#

it appear on a certain angle (and on differents torch too) edit : it's look really like a shader issue 😭

south horizon
split stone
#

Because if I know that I can recommend an approach.

split stone
#

Generally:
If you want something to render properly in all passes and for certain cameras (i.e cast shadows, go into g-buffer, be considered a 'real' scene object), then you want to use Graphics.DrawMesh so it's 'real' for that frame. You would call this in an update or late update somewhere in your project.

If you just want to render a mesh without anything being set up then you can use the cmd buffer. This means that any state the shaders need (lighting, pass state or what have you) likely needs to be set up by you. We normally use this way to render simple unlit meshes that are needed for a single pass or for a full screen quad for post fx and similar.

Really it depends on your use case what you want to do.

south horizon
split stone
#

Yeah that's the kind of stuff.

#

Long term (not planned): I want us to have a way to inject additional passes into a shader so that you can add features to the base shader. In reality this is the proper way of doing shader replacement so then you still get vertex animation and similar.

dusty sequoia
#

I added this log to my ScriptableRenderPass's OnCameraSetup method.

        Debug.Log($"OnCameraSetup {renderingData.cameraData.camera.GetInstanceID()} : {Time.frameCount}");

And in scene view I am seeing duplicate logs where the same camera is being setup more than once. Why is Unity calling this method more than once per camera and how can I manage per camera resources this way?

split stone
#

Doest that happen in playmode or just edit mode?

#

and what if you use: Time.renderedFrameCount instead?

dusty sequoia
#

It happens in edit mode

#

I have to double check play mode, maybe there too

split stone
#

I'm not sure if framecount is incremented in edit mode reliably. I think it's mostly for playmode.

#

EditMode does not have a clear definition of a 'frame' like playmode does.

dusty sequoia
#

ok, it looks like it just happens in edit mode

#

thanks for the clarification, looks like the framecount was not the issue for me and its actually something else

thin zodiac
#

is anyone know if by using deferred path it change anything regarding light distance Attenuation ?

marble vigil
thin zodiac
# marble vigil It's not supposed to make any difference

the thing is that i use this function to handle additional lights

void AddAdditionalLightsSharp_float(float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
    float MainDiffuse, float MainSpecular, float3 MainColor,
    //returns
    out float Diffuse, out float Specular, out float3 Color) {

    Diffuse = MainDiffuse; 
    Color = MainColor* (MainDiffuse);
    Specular = 0;

#if defined(SHADERGRAPH_PREVIEW)
#else

    float highestDiffuse = Diffuse;
    int pixelLightCount = GetAdditionalLightsCount();

    for (int i = 0; i < pixelLightCount; ++i) {
        Light light = GetAdditionalLight(i, WorldPosition, half4(1,1,1,1));

        half thisDiffuse = 0;  light.distanceAttenuation * light.shadowAttenuation * saturate(dot(WorldNormal, light.direction));//* GetLightIntensity(light.color)  

        Diffuse += thisDiffuse;
        Color += 0; light.color * (thisDiffuse);
    }
#endif
}```

for this test i set the color and diffuse to 0 on the loop and it's look like this and the "bug" is not there

edit : if i replace the light.color by a constant it seems to work as expect
thin zodiac
#

but i do not understand why the color on the floor is there

#

my shader actually look like that and i have light hell

limber dagger
#

is there a way to blur a shape like this but not behind? (might not be possible) to simulate volumetric lights

pure horizon
placid laurel
#

At least on URP it doesn't work anymore, works in the scene view only.

tribal dawn
#

(Not exactly sure where to send this, cause this is a glitch referring to the pixel perfect camera with the urp, but I need to fix it because it glitches a script I'm working on)
I'm having a weird glitch where the pixel perfect camera sets the camera size in an unstable way. Meaning for a brief period the pixel perfect camera sets it to say 0.2 units higher then usual. This is causing me me a lot of problems in regards to a script I'm working on. Anyone know how to fix it?

limber dagger
cinder kindle
limber dagger
cinder kindle
#

Nice result for such a simple setup 👍

south horizon
placid laurel
#

So I put my crap on a new layer and use the DrawRenderers API.

#

Bear in mind I am talking about .DrawRenderer(), not .DrawMesh().

knotty bear
#

what are the defaults for this

#

I kinda messed it up

#

🤷‍♂️

merry monolith
#

@knotty bear make new urp asset and look for those values there

knotty bear
#

thanks

echo steeple
#

I just switched back to default Unity lighting
but why it keeps mentions a URP shader during the build

#

*I've convert all the shader to default

warped skiff
#

it's still part of the assets

#

you could probably delete those folders but it probably wont be stable

echo steeple
#

is there any chance to spot any of object on my scene using URP still

#

currently I ain't find any pink shaders

tame harbor
#

I created a new project on version 2021 LTS and now on 2022.1.0b16.3019 and both is showing this error on the urp package, someone know why or how to fix it?

#

I literally just created the project, didn't changed anything

warped skiff
#

like in your assets folder

#

so it has to compile it

echo steeple
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ok copy that

warped skiff
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u might be able to uninstall urp through the package manager

ocean hinge
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Does someone know if its possible to let the camera only render specific "Tags"?
I know it works with layers, but are Tags also working?

echo steeple
echo steeple
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yes it's no longer build for URP. but all my object dissappear since I've been delete them all from the asset 😄

foggy juniper
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is there a way to change main light shadowmap resolution at runtime without multiple URP assets? both the shadowmap resolution and toggle properties on the URP asset are readonly, which seems kinda odd

merry monolith
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@foggy juniperunless URP does some exception here, SRP assets in general are not designed to be runtime modifiable. One reason for this is because SRP assets are used as basis for shader stripping, it removes all shader variants that are not used be SRP assets

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no idea if there's a way to tweak those shadow settings still

foggy juniper
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the best im able to do is turn on/off the light component's shadow, no resolution changes though. a bummer but i can make it work i suppose

grizzled kettle
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hey guys installed URP but the create menu option to create the pipe line is not shwing up any help?

steep marsh
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Is this normal? Takes up most of the frame time

flint blaze
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Does URP support Realtime GI?

feral dune
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Anyone know if it's possible to separate characters from post processing in URP?

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I'm trying to make only my environment affected by post processing and have my characters be excluded

marble vigil
tiny quail
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im getting a lot of light bleed through walls and from the 2nd floor, im using point lights and hard shadows, still getting light bleed, any ideas? https://i.imgur.com/ogjZ3Uq.png

marble vigil
foggy juniper
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how is memoryless rendering meant to be used? no matter what configuration i use when creating a RenderTargetIdentifier, i either get visual glitches or the editor just locks up and i have to force quit + restart

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im trying to use it within OnCameraSetup in a custom render feature

warped roost
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Shouldi use the built(urp) post processing or post processing stack v2? I need auto exposure but the build in does not have it :,(

marble vigil
warped roost
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When i installed it fron package manager most effects included auto exposure worked?

marble vigil
warped roost
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Its using urp 2021.3 lts

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Wat

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Are u sure?