#archived-urp

1 messages · Page 31 of 1

placid laurel
#

its functions like in shader graph menu that you can disable or enable

solar lotus
#

How do you use shared material in URP

soft lion
solar lotus
#

yeah I'm confused on how to use shared material for URP

#

im trying to use a unlit material for perlin noise

soft lion
#

What you mean by shared material? Have multiple object use same material?

solar lotus
#

never mind its a coding thing i dont think you'd understand

soft lion
#

Why did you ask if you are not willing to explain your issue

solar lotus
#

So with standard 3D core you are able to use sharedMaterial.mainTexture = texture; (somehting like that) but in URP you are not able to use that anymore or at least I don't think you can so I'm asking if there is a way you can use sharedMaterial in URP

solar lotus
#

exactly you wouldn't understand 🤷‍♂️

soft lion
solar lotus
#

it doesn't not anymore

soft lion
#

It should

#

You should show what you have done and what happens, saying something doesnt work isnt helpful

#

It can be bug or problem with your code, without seeing it its impossible to tell whats going on

pliant cipher
#

Hi, I'm working with the unity 3D URP Template, but am making a 2D game ( just feels easier to do 2D parallax without having to do coding etc. ) , would there be any way that I could still achieve the pixel perfect camera effect on this 3D project? or should I just go stick with the Unity 2D template and try to figure out parallax?

soft lion
steep furnace
#

After upgrading to URP, TextMeshPro does not function properly (the text is getting blurred). I have tried the following methods but none of them worked for me:

  1. Turned off anti-aliasing on active cameras.
  2. Tried switching to 3.2.0-pre3 package of TextMeshPro, after upgrading, changed the TextMeshPro material's shader to TextMeshPro/Mobile/Distance Field.
  3. Ensured that HDR is turned off.

If anyone knows how to fix this, please help me out.

steep furnace
crystal pebble
#

I'm coming from a different engine (LOVE2D), where I built a special post-processing effect - basically, camera rendered to a backbuffer, then the backbuffer (texture/canvas) was rendered into a luminance buffer, where all kinds of luminance-based things happen (excitation/decay/aberrations) etc to simulate a nice warm glowy/blurry CRT. Is it possible to build something like this in URP post-processing? Mainly what I need is: render camera to texture, render to offscreen texture one or two more times, then render that back to camera.

#

The key thing being that the luminance buffer is stateful, and persists frame to frame, so I can't just chain a bunch of stateless post processing to do this

#

Is ScriptableRenderPass where I start?

dusty sequoia
#

I am working with ScriptableRenderPass and I have a set up where I render multiple cameras, but have work I can do that is shared between cameras. From what I can, tell Execute is called per camera, I need to figure out how to delimit the frames. Is there a way in URP to get frame start/end events?

crystal pebble
# crystal pebble Is ScriptableRenderPass where I start?

fwiw to answer my own question this video helped me get started: https://www.youtube.com/watch?v=MLl4yzaYMBY

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

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

▶ Play video
crystal pebble
#

in a scriptable ScriptableRenderPass, if I've created a temp texture and have a RenderTargetHandle to it, how do I "bind" that to a (non-main Texture2D) in a material I'm blitting through?

#

I assumed I would be setting a material's texture to the RenderTargetHandle's identifier, but I don't see a way to manipulate a material/texture binding through a CommandBUffer

crystal pebble
#

So far all I've found is by setting global shader props. If there's a local way that'd be great... is there?

late monolith
#

I have a small question about forward and deferred lighting, i was wondering which one of the two seems best for an open outdoor scene with realtime lighting, there is a possibility of procedural generation

brittle jewel
#

Hello,
Is there a way to implement triplanar UV mapping in URP lit shader?

merry monolith
#

there's no urp lit triplanar but you can do it with URP shader graph

brittle jewel
#

i did, but i didn't find ready shader so i assumed that it is not so simple

#

so the only way is to write my own shader?

merry monolith
#

write, use existing custom SG's, buy one from asset store etc

brittle jewel
#

thanks a lot, and sorry for asking that simple question

brittle jewel
#

thanks

queen cloak
#

Is there an easy way to determine the lighting intensity of a point light in a shader in URP?

#

Im very sure Light.color is the base color * intensity

placid laurel
queen cloak
#

Thanks I'll give this a try

queen cloak
#

hmm i guess its close enough, but not want I'm looking for. I might have to write the intensity into a buffer and access it similar to how URP accesses the light via lightIndex. (there's no guarantee that r, g, or b will be 1 which will provide the intensity)

open raptor
#

Can anyone tell me how to fix URP giving me the wrong color attachment to a scriptable renderer feature?
Im using renderingData.cameraData.renderer.cameraColorTarget to get the target but its giving me attachmentB when the previous feature outputs to attachmentA

snow egret
#

Have been trying to make a jelly cube with a slight distortion on it in Shader Graph using a mixture of Screen Color and the distortion I wanted but it's end result means that I can't have a transparent material behind it or it's ignored. (gif to explain)
Does anyone know of another way of having the distortion that'll allow transparent materials behind it or a way to fix the current method I'm using?

desert vault
#

Hi, does anyone know why im getting this weird alpha effect when my trees are overlapping my water? its URP deferred with depth & opaque texture enabled. the water is a lit alpha shader graph and the trees are a lit alpha cutout shader graph

#

trees are alpha cutout, so idrk why the color of the water is fading through

merry monolith
#

@open raptorjust to be clear, you are using ScriptableRenderPass.ConfigureInput when you add the pass?

#

I definitely don't know much about this, just throwing this out there

#

I remember having some trouble in past when dealing with these targets but then just mirrored what URP did on SSAO on newer versions

dark pelican
#

So I'm using the urp for it's 2d lights since my games protag has a flashlight, yet even with shadow casting bounding boxes (with the attached settings), it only sometimes works

#

here's an example of it actually working

#

oh I'm dumb turns out the problem was Self Shadows lol

daring swan
#

Does anyone happen know how to add/edit custom tonemap(s) to URP project?

merry monolith
#

@daring swanyou mean custom tonemap curve or just LUT?

#

for LUT, there is volume component called "Color Lookup"

#

I don't think official docs even mention it but it's there

daring swan
#

custom tonemap

#

I saw a few people claiming to be using custom tonemaps in urp

#

but I couldnt find any info on how they did it

merry monolith
#

that doesn't really tell anything itself

daring swan
#

I would imagine its the same custom tonemap curve as in HDRP

merry monolith
#

there's no such thing on current URP

#

pre URP 8 you could have used old PPv2 with URP which still had custom tone curve

#

if you need something like that on any modern URP version, you have to implement it yourself

daring swan
#

ah

#

alright, thanks

merry monolith
#

I don't know why that's not there tbh, I guess they thought just exposing color curves was enough?

#

I've manually edited the URP source code for tonemapper part in past.. it's not horribly complicated to change but it would mean you'd be stuck on custom URP version then

#

if one really needed something like this and didn't want to maintain custom URP version for this reason alone, I guess trying to do this on your own renderer feature would be only option

#

that is, if Unity actually exposes HDR data for this to work

#

@daring swan have you tried that "color curves" thing though?

daring swan
#

I haven't really tried anything yet, just looking into it

merry monolith
#

you can get quite far with the existing overrides

orchid glen
#

Hey is it possible to skip certain UsePass calls on builds. I only want a specific UsePass for Editor.

atomic olive
#

Does anyone know a way of making "Excel"-style graphs in Unity, WITHOUT making each cell an individual GameObject (my current solution)? See image for insight..

marble vigil
atomic olive
#

Ye thanks. Seems like generation the mesh will be the way to go, although im still considering doing it through shaders 🙂

dire trench
#

baiscally, (that's my first project) i upgraded to urp shaders, and, in the editor, all materials and other things works 100% fine but when i build project, half of the things are pink. i searched online, and someone was having my same problems. some link i didn't understand, and some others what they tried to fix didn't help me. what are the main causes of this issue?

placid laurel
#

im having trouble converting project to urp using the latest LTS

placid laurel
#

how do i change all materials to URP/2d-lit?

#

without manually doing it

dire trench
#

I have done like that

#

Select the materials

#

Go to edit

#

In the bottom there shiuld be a button "rendering" then materials and click convert to urp materials or something like that

#

In olders version is similar

placid laurel
#

How do I change the color its just showing me this?

marble vigil
proven hornet
#

Does anybody know about this error?

runic sparrow
# desert vault

have you checked the render queue value on your materials?

dawn tusk
#

Hi, i have a pixel perfect camera in my scene, everything works fine in editor both play and edit mode, but doesnt work in the built .exe

dawn tusk
#

fixed that with setting built game setting to windowed mode, and setting the right resolution manually

hasty prairie
#

Hello, very new developer here. Is there any reason to select the "Core" version of a template rather than the "URP?"

empty path
#

Core shows many options, 3D, 2D, URP 3D, HDRP 3D

#

3D is the old render pipeline, no new features or improvements just bug fixes, URP and HDRP are the new render pipelines

hasty prairie
#

Hmm. Give me a second.

empty path
#

URP 3D and HDRP 3D are new RP's

hasty prairie
#

This is what I'm looking at. From my very minimal understanding URP is the simpler more accessible option to use Unity's *newer RP.

I'm wondering if there is any positives to choose the Core render to start out with.

#

I understand there is value in learning the URP, but as I am just starting to learn I don't want to overwhelm myself. I guess I'm wondering if URP is easier to render with than just the Core render.

empty path
#

If you're new I suggest 3D/2D, since it's easier to find things about it online (been there for much longer).

#

so if you face an issue, there's probably a fix one search away

hasty prairie
#

So start out with just the core?

empty path
#

Yeah, select 3D or 2D (whatever your interested in).
Core is wrong name for it, it's called built-in render pipeline (or legacy render pipeline)

#

most games made with unity use the built-in render pipeline

hasty prairie
#

Fair enough. Thank you by the way!

empty path
#

Sure thing

oak oak
#

Hello folks! I have a small problem. I'm new to Unity's tree system and wanted to create some trees to place. The thing is, that apparently I NEED to use the "Tree Creator Leaves Fast" shader for the material of my leaves. That shader however, results in only pink for me (my render pipeline is URP).
Some tutorials say to just change shader type, but then I have to drag the material onto the tree which doesn't put it in the "real" slot and won't let me modify the leaves after.

Does anybody know how to apply materials to URP trees? (My version is Unity 2022.1.3f1)

timber glade
#

@oak oak there may be more than one material slot on the tree, for instance, bark &leaves. Make sure you're getting the correct slot

oak oak
#

I am putting the mat in the correct slot, but it tells me that whatever I chose (like Lit or URP > Nature > Speedtree8) isn't a tree shader and I should use the one that doesn't render :/

timber glade
#

Ah, kk. I've not worked with those specifically so I can't make further suggestions. Sorry!

oak oak
#

Okay, thanks anyways!

ancient harness
#

anyone know why my renderer features don't work in game but they are visible in the scene view

#

nvm i checked the main camera's culling mask

rare totem
#

Anyone had this issue with Unity 2021.3.4f1 and URP 12.1?

#

Can't even run a build since I have strict mode enabled.

#

Ok, nvm. This happens when targeting Web GL 1.0

placid laurel
#

can you have light cookies in urp

soft lion
thorn pollen
#

Is there a resolution setting or something somewhere? I'm admittedly new to this, but have been spending a lot of time learning 3d models in blender and now that I've imported everything to unity and setup a scene with them they are very jaggedy / low resolution looking. I am using URP for this.

#

just lots of jaggies

soft lion
fallow garden
#

Elevate your workflow with the AllSky Free - 10 Sky / Skybox Set asset from rpgwhitelock. Browse more 2D Textures & Materials on the Unity Asset Store.

Elevate your workflow with the Skybox Series Free asset from Avionx. Browse more 2D Textures & Materials on the Unity Asset Store.

placid laurel
#

Is there any way to have different runtime ambient lighting values within volumes? Like, have a volume with an ambient light, and another volume with another ambient light and they work kinda additively and objects could be affected by more than one (kinda like in the hpl2/hpl3 engines) I've been trying to look this up on google but can't find anything short of making your own lighting solution/shader thing.

marble vigil
wicked trellis
#

Hey, trying here instead (deleted in lighting). I'm wondering if area lights in the URP are supposed to give the same result as spotlights? I'm using Unity 2021.3.0f1. The image shows an area light angled straight down from the ceiling and the light it casts on the wall (Baked Lightmap viewing mode).

marble vigil
#

I'm having flickering white 1 pixel lines at the screen's edges, anybody recognize it?

#

Happens regardless of quality preset or renderer, but doesn't happen in a new project using the same version and same starter asset scene

#

Turning off post processing volume doesn't change it either

wicked trellis
#

What is strange to me, is that it lights up the area like a spotlight even though the shape of the area light is rectangular.

wicked trellis
marble vigil
#

I'd assume that would work like an area light, not a spot light

wicked trellis
#

😂

marble vigil
#

Strange! What if you make it long and thin

wicked trellis
#

It was like this in my last project as well, never managed to solve it and it's quite annoying 😄

wicked trellis
wicked trellis
#

Maybe I've been using it the wrong way 😅

marble vigil
#

Looks better at least

wicked trellis
#

For sure, always appreciate your help and input Spazi!

#

I will adjust the shape of my other light. Will probably work better

wicked trellis
#

I think it might actually be the range that messes it up. I had it way too low and in those instances it will look round.

marble vigil
wicked trellis
brazen isle
#

Is it possible to have the same functionality as this node (Scene Color) in HLSL shader?

dry willow
# brazen isle Is it possible to have the same functionality as this node (Scene Color) in HLSL...

The node basically samples a global texture named _CameraOpaqueTexture.
But there's also an include file that handles it for you, #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl
Can then use it's SampleSceneColor function, with the screen position as uv (positionNDC.xy / positionNDC.w)

brazen isle
red eagle
#

Hey 🙌
I am trying to make a physically accurate URP camera.
What I want to calculate is the Exposure value from the ShutterSpeed, Aperture and ISO
Found some formulas online for both EV and EV100 but none of them map to the PostExposure value in the ColorAdjustment volume
This is what the documentation says: "Adjusts the overall exposure of the Scene in EV (not EV100)."

This is the equation I am using "http://endoflow.com/exposure/"

#

The normal exposure I know ranges from 0-15 while 2 being at night and 13 being while the sun is at it's brightest value.
The other exposure values I found ranges from -6 to 17 where (-6 is for the night and 17 is while sun is at it's brightest value)
The PostExposure in the volume is weird!
when it's night time, to increase the brightness, the exposure value is increased so night would be something like 8 and day time would be something like -7
So, the range is completley different from the rest

EV (0 - 15) Eq1 https://www.omnicalculator.com/other/exposure
EV (-6, 17) Eq2 https://photographylife.com/exposure-value
URP (8, -7)

I am just going to map the result to this range. But if you know any info about this that would be great

merry monolith
#

@red eagleI don't think you'll have huge success with physically correct exposure values as long as URP itself can't handle physically correct lighting values

#

any reason why you are not using HDRP that supports all this out of the box?

red eagle
#

HDRP costs a lot of performance and our target is not high-end devices

#

Remaping seems to fake it kind of well but I wanted to know if there is a cleaner and better approach

#

Thank you!

knotty hemlock
#

Hola, I didn’t know where to write😅 Is it possible to create a decal w animated (external) texture?

odd vault
#

Hi, I'm working on a mod for kerbal space program that enables postprocessing effects...I'm actually not sure if KSP is built on URP or HDRP but I'd assume URP...are there known issues when enabling HDR on the cameras under URP? For the most part things seem to work but there is a strange artifact where meshes that should be hidden are affecting the application of HDR...seen here, there is a ladder on the far side of this object that you can kind of "see" in the right-hand image (HDR enabled):

merry monolith
#

@odd vaultI'd be very surprised if KSP used either.. it has to be using built-in renderer

odd vault
merry monolith
#

because KSP is an old game.. from times before these SRPs existed

#

first versions were made on Unity 4... they ported it to Unity 5 at some point, haven't followed what the latest versions use

odd vault
#

most recent ksp runs on unity 2019.4.18

merry monolith
#

sure it would be possible to port to SRPs but almost nobody ever does that for already released unity game

odd vault
#

ok, so URP is new in 2019.3? or at least that's the oldest docs I can find. you're probably right

merry monolith
#

URP was called LWRP before that

odd vault
#

do you know where I could look to find out what it's using?

#

I'm able to attach a debugger and everything, I just don't know where to look

merry monolith
#

there would be traces of Universal in the files if it used that... but it's highly unlikely it does

odd vault
#

hm...well all the mod is really doing is toggling allowHDR on the Camera...got any idea how that might be related to "seeing" the meshes through the object? Or is there a better channel where I should be asking? #archived-shaders perhaps?

final crater
#

Guys, can anybody please tell me how to get rid of this blockiness in my shadows

#

and what is this ugly transitioning this is unacceptable

marble vigil
# final crater and what is this ugly transitioning this is unacceptable

Those are called shadow cascades, which let you prioritize the shadow resolution closer to camera where it's needed the most
Using cascades is the only reasonable way to get high quality non-blocky shadows
Filtering of shadows and cascade edges likewise costs a lot of performance, which is why I believe it as a feature has been delegated to HDRP

final crater
#

Guess who's switching to hdrp then

#

Because this feature sounds good on paper but in effect its just terrible

#

Also ha, you're the same guy who helped me when I first had this issue lol

marble vigil
# final crater Guess who's switching to hdrp then

The best systems are the ones that best fit your project
As always it's a choice of tradeoffs
I recommend studying the manual of whichever pipeline you go with
They all should have a section which explains all the functions and terminology, like shadow cascades here and many more such which you'll run into for sure
HDRP especially requires studying to be used effectively

final crater
#

Hmm alright

#

I guess my issue here is expecting things to just work out of the box

#

Which in my opinion they should but what can you do

marble vigil
# final crater Which in my opinion they should but what can you do

Realtime graphics as a whole are all about faking it and hiding the flaws, things just aren't going to be flawless out of the box even though we're at a point where most of them do work out of the box at least
That's why tech art is a whole paid profession by itself
Heck, you can spot limitations like these in triple-A productions if you know to look for them, and the whole illusion crumbles when you move the camera somewhere it wasn't designed to be

cunning flint
#

For some reason my unity scene view is glitching, this does not happen on 2d urp, or 3d built in renderer, (so far, as i haven't tested the other ones yet) only in 3d urp. When the skybox is turned off or when the global overrides only have bloom enabled or only has vignette disabled, or some random weird cases, it appears cyan. Verision: 2022.1.2f1. Os: Ubuntu 22.

cunning flint
#

also when both the camera and the global volume is deleted it looks like this

empty path
empty path
# marble vigil Realtime graphics as a whole are all about faking it and hiding the flaws, thing...

Sure thing, but URP takes it to another level. Imagine not having LOD crossfade in this day and age. Maybe I can let shadow cascade blending pass, but they're really making it hard to pick URP over built-in, even when built-in is bug fixes, and even then it's low priority. It doesn't stop there, so much is missing. Things you just expect as a fact that they will be provided in a PBR game engine. Random rant but URP really has been an utter disappointment. I see value in HDRP, URP provides absolutely nothing. You know if URP was a stable render pipeline (relatively speaking), with higher quality features (both have SSAO, yet urp's SSAO is a joke) then I might say yeah, URP does something well at least. That isn't the case though, somehow the team ended with shader variant hell, a ton of time compiling an extremely simple scene. It's not like URP came a year ago, tired of waiting for the next version.

just thought of all this when I read your post, random rant, I'll stop here 😄

odd vault
# empty path KSP uses built-in, most games out there currently use built-in.

thanks, I think I have a lead on it: my hypothesis is that the alpha channel goes over 1.0 in high-specular areas. Then when it goes to blend over the previous color, it ends up doing (alpha * new) + (1 - alpha) * old. The old colors seem inverted; darker areas become lighter and light areas become darker; the blue sky becomes orange, etc.

Unfortunately I think the fix is to completely replace the stock shader...

keen anchor
#

how do i get unlit particles to support transparent sprites?

cyan talon
#

Your textures are not transparent, unless for some wild reason whatever you've saved them in has written checkerboard to the colour in the transparent section. You should be able to use either alpha clipping or transparency and it'll work fine—only if your textures are actually transparent.

keen anchor
#

damn, I don't understand the point of fake transparent images.

#

it wasnt transparent 😩

marble vigil
#

URP's selling point is its cross-platform optimization, rather than features
If your project needs features it doesn't do well, and you're comfortable doing the optimization yourself then the choice should be obvious

elfin forge
#

Hey, not sure where to put this, but: I'm calling Graphics.DrawTexture on a sprite, and want to be able to apply an already-generated matrix transformation to it. How should I go about this?

placid laurel
#

Hey, i'm just new to URP and i don't know how to convert custom shader to urp graph shader. If not, that's okay (if yes, pls ping me before rep)

ocean hinge
fading flame
#

I'm trying to use URP's Spherical Harmonics in a custom render pass, but it looks like SampleSH() and OutputSH() are both returning 0 when called during custom render pass stage, anyone have any ideas for how to access SH data during a render pass?

daring swan
soft lion
pastel ice
#

hey guys,

I'm trying to add a skybox to my scene but it doesn't seem to show up.
I even tried creating a brand new project and comparing it - but it works on the new project, and not in my existing one.

Any tips on what could I be missing?

lament canopy
#

2022.2 Alpha 16 - Graphich repo URP

soft lion
#

Imo Forward+ is huge step bringing urp closer to birp in terms of features, 8 lights isnt really a much (ik birp doesnt have forward+ but 8 is really a tiny amount and deferred is quite limied)

wheat smelt
#

I was gonna ask about lighting, how do I go about setting objects as lit/unlit with the URP? 2D btw

lament canopy
#

forward+ takes URP much further than BIRP. In BIRP Forward, the light limit can be set more than 8, but it affects the performance a lot. Forward+ processes a lot of light much faster.

soft lion
#

Yeah, ik but that theres no way to increase the limit over 8 is just frusturating (especially for beginners it is frusturating to deal with light flickering, seams etc.). Now that forward+ exists, it doesnt really matter aymore

wheat smelt
#

so

lament canopy
#

AMD 6900XT 3840x2160
256 spot light

pastel ice
#

hey guys,

I'm trying to add a skybox to my scene but it doesn't seem to show up.
I even tried creating a brand new project and comparing it - but it works on the new project, and not in my existing one.

Any tips on what could I be missing?

lament canopy
pastel ice
#

that is already set

#

also environment settings in window -> rendering -> lighting

marble vigil
marble vigil
pastel ice
#

@marble vigil same thing 😦

wheat smelt
marble vigil
wheat smelt
#

Lemme see

marble vigil
pastel ice
#

@marble vigil make sense. Any tips on how to find it? how to debug it? I tried to look at the settings we talked before + the renderer data, but couldn't find anything in there either.

wheat smelt
marble vigil
marble vigil
pastel ice
#

😦 @marble vigil any tips on how to find it? e.g. logs, creating new project and comparing, uploading somewhere, or something else?

marble vigil
#

You'd want to rule out and confirm everything you can
Are all textures/materials broken in your project or just the sky one? Does the material work with a different texture or the texture with a different material?

#

Are all custom skies broken or just one?

pastel ice
#

sky material / texture
fyi I didn't make it to begin with, just used the default one

marble vigil
pastel ice
#

@marble vigil it does, but in both cases I'm using the default skybox material - I didn't even get to the part about creating my own.

marble vigil
#

I thought I understood the problem but it seems I don't

pastel ice
#

Both cases meaning this project and the test project?
yes

Does the custom skybox work in the test project?
There is no custom skybox - only the standard one.

marble vigil
pastel ice
#

no. the default sky only works in a new test project - in my own existing project it does not.

marble vigil
pastel ice
#

@marble vigilSorry my bad, I actually read the "new basic scene" as in "new basic project" 🙈 let me test that as well and summarize if it doesn't work to clarify everything.

#

ok yeah doesn't work either.

  • New project - skybox works.
  • Existing project / existing scene - skybox doesn't work
  • Existing project / new scene - skybox doesn't work
marble vigil
#

And the sky defined in environment tab is "Default-Skybox"

pastel ice
#

@marble vigilnope, I used an empty scene. Wasn't familiar with these scene templates ?

pastel ice
marble vigil
#

Empty scene starts with no lights, sky or environment lighting, that's the primary difference

pastel ice
#

@marble vigil yeah which is exactly what I have. Just not sure how to create a scene with template in an existing project?

marble vigil
pastel ice
#

oh didn't even know there was a "new scene" menu xd I just right clicked an empty area which showed the context menu -> create -> scene.

#

but yeah same thing

marble vigil
# pastel ice

So this scene has default sky enabled in environmental light settings?

#

and in the dropdown behind this button skybox is set to visible?

pastel ice
#

sorry it was not in that picture; but it just changes the color to black:

marble vigil
pastel ice
#

so I don't really use the sky in my project. Been working and upgrading for a while and some versions, but the game mostly doesn't need it.

I honestly just want to create a more interactive/fun menu so I need the sky there - hence why I started playing with it.

shut needle
#

also you assigned the URP Asset correctly in the project?

#

is it a build in project which is converted or a URP Project Template?

pastel ice
#

@shut needle

also you assigned the URP Asset correctly in the project?
I believe so, but is there anyway to verify that?

is it a build in project which is converted or a URP Project Template?
I think converted, but honestly it's quite an old project that I keep working on, so I'm not sure. Started it long time ago.

marble vigil
pastel ice
#

@marble vigil I'm usually checking every time before I upgrade, but this is a "feature" I never used before.
I disagree with the idea of just moving stuff to a new project; there must be something I'm missing here.

I guess trying to re-create the entire game in a new project would reveal the issue, it would just take a lot of time though.

marble vigil
#

Scripts, all art content and prefabs can be moved from one project to another pretty seamlessly, and anything in a scene can be made into a prefab for moving
The only thing you'd have to re-create would be scene data such as lighting, navigation and occlusion and graphical settings assets if you want those in some specific way

#

Far cry from having to re-create the entire game

pastel ice
#

@marble vigil sometimes it's not worth the time, agreed. In this case I think it is since ( A ) It's not like I'm working for a company or anything or I'm on a tight schedule, and ( B ) I don't want to be forced to move every time it happens / if it happens again.

marble vigil
#

Whenever you upgrade editor feature version (not just patching it) you need to be prepared to either roll back if it breaks or do a clean move to a new project

pastel ice
#

right, and I have the rollback data every time I upgrade - but this wasn't a feature that worked and got broken due to an upgrade.

marble vigil
#

Right
I'd personally move projects just to be sure there aren't more unpleasant surprises under the hood we haven't run into yet, as it seems stuff for sure is broken in there

#

You shouldn't need to upgrade or do this process often at all

#

If you want to keep a project stable, only upgrade from LTS version to another

pastel ice
#

I really don't think this is due to an upgrade but due to a mis-configuration. But I'll do something half-way;

I'll start by configuring a new project the same way I did my own and moving some stuff.
in my opinion I will reveal the issue that way, but if not I'll continue on and move everything to a new project.

And thanks for spending the time and trying to help out @marble vigil !

marble vigil
#

Especially in regards to 2D URP renderer
You probably already verified that the sky works in the new one with that enabled but that could be significant, I dunno

pastel ice
#

I did, but I didn't use the exact same assets - but rather created new one with the same type.
I vaguely remember also doing some code in regards to the renderer, but I didn't see anything in the code and I'm not sure if I stopped using it or not - so my initial guess is there now. Will look and find out more, only next weekend sadly xd

marble vigil
placid laurel
#

is using URP for VR is ok ?

#

or would it be bad for performance

wicked trellis
#

Probably good for performance

random badger
#

hey! What would be the best texture format to use in Unity? I've always used PNGs, but I've just read that TGA are a good thing as well. If sources files are larger, does that mean that they will take more space in the build? Or will it be the same thing as a png?

peak flame
#

Hey everyone! So I ran into weird behavior with specifically URP that has me stumped...

#

So when I run my AR app on play mode on my iphone, it works fine (granted low framerate because editor)

#

But when I build the app through xcode and run it on my phone, I just get full screen colors

#

Play mode:

#

Then when I build it as an app...

#

This is specifically with the URP build. In the standard shader it works fine in both modes

#

Does anyone have any idea what could be going on?

warped dove
#

what is the current/latest version of urp?

#

i'm having a issue where

#

in urp 12.1.6

#

opening a project with it.. well, i can't

#

it stops loading halfway and closes itself

#

for other versions, a million compilation errors show up

grim pebble
#

how do i fix my player character not being brightened? this is using urp 3d lights

soft lion
grim pebble
soft lion
#

If its on top, its not supposed to light it… lights doesnt do anything to surfaces at 90 degree angle or more

grim pebble
soft lion
marble vigil
#

A shader could find the distance to lights and light the whole material based on that

grim pebble
#

what i want is where both sides are affected by the light no matter what side the light is on

marble vigil
#

A shader could also replicate the lighting recieved by a face onto the backface, used often for leaves and fabrics
Not sure how to go about making one such, though

soft lion
#

I think its little dangerous to know bit of shaders because I start seeing shaders as a solution to almost any problem 😁… but I would probably use shader for that, I dont know if theres better way to do that (assuming simple unlit shader/material isnt a solution)

grim pebble
soft lion
grim pebble
#

maybe i can get 2d lights to work in a 3d space somehow

soft lion
grim pebble
#

oh ok

marble vigil
#

I don't think this is possible to solve without shaders
and trying to modify 2D lights would be an excercise in futility

warped skiff
#

😂

#

if only unity made it so using 2d lights didn't disable almost every rendering feature

#

then you could just use a light source for sprites and a light source for 3d objects

#

there was a 2d unity tutorial vid that uses 3d lights as a position and it ignores the lights z position so maybe you could look into that

#

back before 2d renderer existe

marble vigil
red shuttle
#

Hi,
Unity URP 2D renderer question.

=> Simple scene with 2 cameras: the main one & one which renders to a render texture, any GameObject with the layer called "RT". MainCamera.Priority = -1 & RenderTextureCamera.priority = 0
All my sprites have the Sprite-Lit-Default shader.

When I add a global light & a sport light 2D in my scene, my sprites are black on my render texture.. Don't know why and if there is any magic setting I missed :/

marble salmon
#

basic or URP whihc one uses more recources if both setup on same quality?

marble vigil
marble salmon
#

Thanks. I just wanted to be sure that URP doesnt hjave some kind of big overhead in performance as my target was WebGL

livid verge
#

I'm getting some z fighting between a Lit shader (should always be behind) and an Unlit/Transparent shader (that should be in front) when the camera moves more than 5-10 meters away. I don't want the transparent shader to be in front of everything, just the one lit shader. I tried setting the Lit shader Priority to -1 and Render Queue (in debug) to 2999, but doesn't seem to work. Is there another way to set the render order to make sure it's always behind?

#

I should add that this happens on a Quest (VR) build, but doesn't happen in-editor when testing

boreal lantern
#

why is my water material being covered by even when im super close?

#

the material should look like this without fog

ocean hinge
boreal lantern
boreal lantern
#

I found the problem, the cube was wayyy to big and the bigger an object is the more it was affected by fog? sadly, I do need the cube to be that big. Does anyone know how to fix this?

#

im just going to sue a different system

left hedge
#

is there a way to use multiple UDIMS on one material in Unity?

teal patio
#

Hi, I am using a Custom Render Texture to render some UI to the screen on an object (basically making it look like paper on a desk that you can interact with like a UI), but it seems like the UpdateMode doesn't seem to work at all, it always renders in Realtime, I even tried to set the update mode in code and it still updates every frame. Does RtT's not work with URP or something, not finding much on the UpdateMode issues online.

marble vigil
marble vigil
#

I don't know how it works under the hood as they don't explain that
It does use depth texture like screen space shadowing commonly does, and is usually limited to geometry that's drawn on screen which I assume is the case with this one too
Helpfully there's instructions how to view the shadows in frame debugger to compare to ordinary shadowmaps
I guess you probably don't benefit from it much if you're on deferred rendering path anyway, but it could be worth testing
(you don't need to apologize for asking, I was poking fun at that ^^)

granite citrus
#

Hi guys. I see low perfomance at my blank scene, when i create new 3d urp project

#

In other project perfomance in unity is well

#

When i create new project in urp 3d, i click at upgrade button

#

And my fps in unity editor is 5-10 😦

flat vessel
#

Does camera stacking work in VR? im having trouble getting a UI overlay working. I got it with cavnas set to overlay, but only for the right eye. which i guess is halfway there but were going for "experience tranquility" not "first person nick fury simulator"

vale nebula
#

How can I include/exclude objects to be affected by URP Decal Projectors?

empty path
dusty gate
#

how do i access a 2d light in a script

marble vigil
dusty gate
cinder kindle
#

You probably need to include the namespace @dusty gate

marble vigil
cinder kindle
#

If you just type Light2D your IDE should help you import the right dependency

dusty gate
cinder kindle
marble vigil
dusty gate
#

ive tried all of the things it suggested

vale nebula
#

Oh that was Ole, who is right here in chat

cinder kindle
dusty gate
cinder kindle
#

...

#

UnityEngine.Rendering.Universal;

#

That's what it says in the image I shared

dusty gate
#

that also doesnt work

cinder kindle
#

This is from the latest version 14. Find the version you're using and refer to the docs for that

cold geyser
#

any idea why would these spikes happen? Unity version: 2021.3.4f1, URP 12.1.7, Android, Device: Xiaomi Redmi Note 7
VSync: Don't Sync (however Unity says this does not affect in Android, iOS)
generally in android devices there are spikes like this but it's fine in iphone devices
edit: i realized now, while I'm playing the game if I lock my android phone and then unlock it, something is happening like initialization (game window is refreshening) then the game is being smooth

sinful gorge
split stone
#

But it would be nice to see what the render thread is doing in your update too

placid laurel
#

Hi, so everything worked fine until i put the BG there now everything is black except the 1 green plattform that I set to sprite default material and it does not react to light. Edit: Fixed by deleting everything and replacing

ocean pollen
#

Hello, tried a URP project (default)
Does anyone know what this artifact is? The plane's outlineish thing is getting mirrored in the editor and in scene

#

Tried disabling everything until it's just the plane
Still there

#

Boop
Reloading the project broke immediately lol

#

Lmao what do I do if the default is broken

#

Apparently the default URP shaders are all broken? Switching back to old non-URP BuiltIn ones work and remove it
Then what's the point of URP

proven hornet
#

Why does my SSAO brokes while using render objects feature?

ocean pollen
#

Lmao I made a new default lit URP material and it's broken already

soft lion
ocean pollen
soft lion
#

just downloading the urp package isn't enough to make urp work

ocean pollen
#

I started on a default URP project, not upgraded from built in

soft lion
ocean pollen
#

That's what I named it
It's made from one of the default settings of shader graphs I could pick from right click

soft lion
#

but are the all default shaders really broken or only shader graphs?

ocean pollen
#

All the defaults are broken for some reason, I was trying the shader graph to see if only non-shader graphs were broken and custom made ones are fine, but it wasn't

soft lion
#

what if you make built-in render pipeline shader?

ocean pollen
#

I can't make a decal renderer that way
I wanted to use decals but a bigger roadblock was there

soft lion
#

for example, make new material and select the Standard shader

ocean pollen
#

I'm just confused now

soft lion
#

have you checked if Edit > Project Settings > Graphics > Scriptable Render Pipeline Settings exists?

ocean pollen
#

Unless somehow all my editors or 3D URP templates offered by Unity I downloaded are corrupted

soft lion
ocean pollen
soft lion
ocean pollen
#

I'm starting to wonder if the 2022.2.0 alpha build that introduced Decal Layers (which I wanted to use) also destroyed everything

marble vigil
ocean pollen
#

Ah whelp I'll just have to place the decals at the foot of my player then

eager quiver
#

Is there smth with my model wrong or unity? Because in substance painter im not getting those shadows

soft lion
pastel ice
#

Hey guys, when creating a new 2d urp project from template - how can I set up a skybox?
I'm talking about using the default skybox material, Default-Skybox.

ocean hinge
pastel ice
#

@ocean hinge

ocean hinge
pastel ice
ocean hinge
#

interesting .. 😄

pastel ice
#

@ocean hingedoes it work for you? in a brand new urp 2d project?

ocean hinge
#

i check

ocean hinge
#

Sadly, i have no clue. Google doesnt help neither.

pastel ice
#

🤔 @ocean hinge thanks for checking, at least I know it's not just me!

marble vigil
#

Does SRP batching work together with static batching or do they exclude each other?

dry willow
#

Pretty sure those ones work together

marble vigil
#

I guess they don't exclude each other but do different things?
If SRP batching reduces cost from draw call to another but static batching combines meshes to one draw call, then SRP batching won't do much in that situation

dire hazel
#

Hello, I am creating 2d unity lighting using Universal Pipeline, However, I do not have the option forward renderer. Which one should I use instead?

eager quiver
lime schooner
#

Why my Realtime GI dont update when sky is changing color?

#

My Environment lighting is set to skybox.

#

And my skybox use custom material.

#

Its only update when I change intensity.

marble vigil
dire hazel
#

ok thanks

neat lantern
#

sorry if this is a stupid question but is it possible to use the shader graph to create a "terrain shader"?

neat lantern
soft lion
#

I don't know. hopefully someone other knows better

soft lion
neat lantern
#

ill check em out

neat lantern
#

ok so i am confused, this guy I am watching on yt just uses a "regular" shader graph material on a terrain and it works fine... but when I do it the terrain just breaks

#

ok the terrain only breaks when i generate it using the terrain toolbox window, but when I "create" it manually the shader works fine for some reason

#

I guess thats a bug?

placid laurel
#

Today i open my project scene, all of a sudden it's like this. I don't understand why everything is red like this. Hope you guys can help me

placid laurel
#

Pls ping me if you can help

dire hazel
#

how do i convert all my materials into 2d renderer materials?

placid laurel
pliant rose
#

For some reason the models in my scene all have these super harsh shadows and I've never been able to get rid of them. Does anyone have ideas as to what might be causing this? Be sure to ping me or reply ping if you have an idea because it really sucks

pliant rose
slim iris
#

So I just imported URP into my project and made a Pipeline Asset. Then, I attached it to Graphics in the Project Settings. All my textures turned pink, but when I tried upgrading my materials, nothing changed.

#

It's saying that the material was not upgraded

#

The only thing I found is converting every material manually to URP/Lit

placid laurel
slim iris
slim iris
marble vigil
wheat smelt
#

Or add some global light

marble vigil
#

Ambient light, in environment lighting settings, not occlusion

marble vigil
runic venture
#

So I am getting the following error after loading a scene with a camera additively onto a scene not containing a camera and then exiting play mode:
MissingReferenceException: The object of type 'UniversalAdditionalCameraData' has been destroyed but you are still trying to access it.
full error here: https://pastebin.com/qi07mNsR

Adding a camera to the base scene does fix it, but that's just a workaround

marble vigil
placid laurel
marble vigil
#

@placid laurel Basically all you can do is try to rule out what's doing it, if nobody recognizes the issue
It looks like your arches are red, but the trees aren't? So, could try swapping their materials to see if that makes a difference

#

Could try creating a new scene to see if the problem carries over

placid laurel
#

thanks

#

anyway my urp render is error so i create new one

#

thank you

vale marsh
#

Can anyone please help me out with a little problem with texture packing? Thanks!

plain wharf
#

I'm using Universal Render Pipeline @ v7.7
I have two cameras, one rendering the main world, the other rendering the skybox.
I want to apply post processing volume A on main world. and another volume, B, on the skybox.

#

I have the skybox camera as base, and the main world camera on overlay. I disabled post processing on skybox camera, but when i enable post processing on the overlay camera, it enables on both. Either I want to disable on skybox, or use a separate profile for the skybox camera

pliant rose
slim iris
#

So after I installed URP I changed all my materials to URP/Lit. But after running the game my camera doesn't render anything. Any ideas?

#

The gun and environment are rendered separately using two cameras.

slim iris
#

I tried making the gun camera an overlay and the main camera a base cam but then the gun just disappears but the environment is visible.

marble vigil
willow torrent
#

is 6.5 million verts in a scene too much?

fossil lily
#

depends on your hardware target.
too much for anything other than mid to high end pcs or consoles

coarse tangle
#

Is there any way at all to affect how blurry my soft shadows are? The results I'm getting are far too noisy at resolutions that are low enough to show the softness I like, and they're too sharp when I raise their resolution to compensate for that.

ocean hinge
#

Maybe with a self written shader

marble vigil
coarse tangle
#

there's already a blur of some sort in place. is there someplace i can rewrite how it works?

merry monolith
#

2022.2 / URP 14 at least has additional shadow filtering quality setting

#

high setting has higher fidelity soft shadows

#

@coarse tangle

coarse tangle
#

yeah, we're still in 2021 atm

#

also: why isn't soft shadows working for spotlights?

#

toggle basically does nothing to soften the shadows, although it looks like something chanegs with how the near clip resolves

marble vigil
coarse tangle
#

any idea how Outer Wilds did their shadows? they seem to be using something entirely custom, and i'm not sure where any of that would go. is that in the shadowcaster pass in the shader?

marble vigil
#

Soft shadows definitely should work for spotlights, unless the clipping planes are wrong, the fov is too large or if something else is making the shadow casting get messed up

coarse tangle
#

lemme try a test setup

marble vigil
#

Outer Wilds had a lot of custom graphical features, and I think they were using built-in RP anyway

coarse tangle
#

custom shaders isn't unusual. i've always written custom shaders for my work, but it's usually been for fairly limited platforms, so not too much in the way of having to do extra passes. just straight vert/frag programs and that's it.

#

i know from looking into the built-in shader zips that there's more stuff to handle all that filtering, but i don't know where it exists in a swappable version for my project if i wanna modify it.

#

zero change if you set the normal bias to 0.

empty path
# coarse tangle custom shaders isn't unusual. i've always written custom shaders for my work, bu...

HDRP has better support for soft shadows,
built-in has an asset called next-gen shadows that will give you everything you want.

URP unfortunately has none of these, although one idea is to use Bakery (GPU lightmapper) and bake shadows, there's a variable there for shadow blurriness. It can give blurry/soft shadows, the only caveat is it'll only work on static objects.

If unity had capsule shadows it would work perfectly for what your asking for

left hedge
placid laurel
#

in the normal render pipeline can you use gifs on materials?

onyx wren
placid laurel
onyx wren
placid laurel
#

I guess I will have to make an array of textures and change the material's albedo to each

#

thank you for trying to help though

soft lion
placid laurel
soft lion
placid laurel
soft lion
placid laurel
soft lion
soft lion
# placid laurel https://youtu.be/pVeV8I29w9U

I highly doubt that will work. That seems like vrchat/poiyomi shader only thing. Btw that just creates texture atlas/flipbook texture out of the gif and samples that using the shader

placid laurel
#

Thank you for helping.. I would have spent an endless amount of time working on this

marble vigil
# placid laurel https://youtu.be/pVeV8I29w9U

Converting gif to array with drag&drop is definitely some custom thing, I think
You'd have to convert the gif to an image sequence yourself, define that as an array and sample that in shader
Or sample the sequence in parts, treating it as an array
Arrays are just sequences anyway

placid laurel
scenic bay
#

anyone here knows how the "Rendering Layer Masks" exactly work ?

opaque plume
#

Is there a way to make custom Tonemaps? i know it was a thing with the old Post processing 2.0 package

unreal shore
#

Hello, can't seem to find the right channel to ask this, but I can see the lines of the cube of the skybox
Anyone has a fix for that ?

marble vigil
unreal shore
soft lion
#

Not abnormal atleast, it depends. URP should be well optimized for mobile platforms for example. Srp batcher makes URP much better at handling larger amount of individual objects but if you compare performance on empty scenes, BIRP may be faster than URP

mortal furnace
#

Hi all! I'm using custom solution for rendering sprites. It is basically drawing quad mesh with sprite texture. To animate sprites i use sprite sheet texture with all frames on it with no empty pixels between each other. And i get such artifact while rendering character. It seems like there is a little error in float calculation of MainTexST value, which results in incorrect UV values in shader. Is it ok to use sprite sheet with 0 padding?

blazing turtle
#

The documentation on URP says that I should have an option under the Rendering menu to upgrade all project materials to URL, but I only have the option to upgrade selected. In HDRP projects I get the option to upgrade all... anyone know why that might be missing?

warped skiff
#

Im experiencing that too

distant warren
#

Hey guys, what should I do if I have some particle effect / VFX assets that require URP (and without it theyre just purple boxes) - but with URP all of my other assets are purple

how can I fix this so that they both work?

warped skiff
#

depends on a lot of things

#

do your other assets use unity built in shaders?

#

are the other assets store bought

#

do the other assets have special shaders or deprecated shaders

distant warren
#

I'm not sure to be honest - don't know where I would begin to look for that regarding the shaders, everything is from the store - but the materials of these assets are purple when I import them into a URP project, and normal in a regular 3D core project

#

they don't appear to have any shaders attached, though

warped skiff
#

probably best that you look up some shader tuts

#

also the asset store should tell you if assets are compatible with your render pipeline

empty path
#

Not sure where it is exactly, check out the documentation (make sure the doc is on the same unity version)

high tiger
#

Can someone help me here?

unreal shore
high tiger
#

yes, it is unlit

unreal shore
#

have you tried with a lit shader ?

high tiger
#

No, this is my first time using shaders

#

trying to learn...

high tiger
unreal shore
#

I have a week experience with unity so don't trust me on that ^^ but at least try 🙂

high tiger
#

okay... lets see

unreal shore
#

Or maybe it's a problem of configuration with the URP / HDRP

high tiger
#

made it lit and this happened

high tiger
#

Which one to select, currently my goal is to learn so need a basic one (don't have to crate anything very fancy)
1,2,3 or other?

cold remnant
#

Usually Lit is fine for basic 3D shader so 3

high tiger
#

Makes no difference in output 😦

#

I tried reopening Unity

#

and re-importing Universal RP

marble salmon
#

Second of all, dont forget to open and save your Shaders, if you update something sometimes reopening and resaving helps

#

third of all, in render option there is

#

that is if you have problems with URP beeing pink

#

pink shaders is almost always problem with URP and materials. Use the converter and convert everything if you installed URP package recently. Also reinstalling URP sometimes is needed.

high tiger
marble salmon
#

add as parameter rather as node. that way you will have more control from editor when you finished

high tiger
#

Also, there is no RP converter option here

marble salmon
#

which unity version you are using?

#

try checking Assets and Edit bars for Option Rendering, there you will find another converter in older Unity versions

high tiger
#

2020.3

#

Yes, found it in edit.... but still no change

marble salmon
#

Reinstal URP from your packages. restart Unity And install again

high tiger
#

I've already did that once

#

let me try again

marble salmon
#

it really seems your Editor cant understand it is using URP. I had simialr error before, reinstalling helped me 😦

marble vigil
#

@high tiger Did you follow the instructions hamboy linked? You need to configure URP, not just install the package

marble vigil
high tiger
#

Guys, thank you for help. It is fixed.... I had added the URP asset in quality but not in graphics.

tired plover
#

So... RenderTextures in URP absolutely effing s*x, huh?

#

No antialiasing, no transparency, what can you even do with it?

#

Someone here knows an actual RenderTexture solution that actually works like it should?

karmic iron
marble vigil
#

Only if you're using something called GPU instancing to draw the meshes

pastel vector
#

Is there ANY WAY to use 2D shadow casters on Tilemaps?

warped skiff
#

Likely not

mellow inlet
#

Hello, anyone know how to implement a JumpFloodAlgorithm outline in URP ? I have found this but it's for HDRP and the only thing I found in URP was just unusable and impossible to understand for me.
https://bgolus.medium.com/the-quest-for-very-wide-outlines-ba82ed442cd9

Actually I have a renderpass that draw my object in white, and another that draw my screen in white entirely and I don't know why it doesn't take values made in my first renderpass.

Medium

An Exploration of GPU Silhouette Rendering

#

I need to make an outline that will be the most light possible in memory and every forum threads I found redirected to this method

crimson crescent
#

I'm having a hard time trying to find what to google to get any tips on how to do something about this issue that I'm having:
https://gyazo.com/ecf088869afcc4101ec5b9e3fcc41abf
When two objects are overlapping each other at the exact same dimensions this occurs. Is there any way to decide any form of rendering order or trick to make it prioritize one of the models?

final crater
#

How do I set up pixel perfect camera in URP, it doesn't work properly like in SRP

marble vigil
final crater
#

Yep that's what I meant mb, so the effects are different

#

Basically stretch fill and crop x and y aren't on the urp version

#

So they don't function exactly the same

#

I'll send examples soon

whole relic
#

Hello is problem pink all there

#

for my use URP 3D

warped skiff
#

Probably not compatible

whole relic
#

think is old?

warped skiff
#

You could probably use a urp material

whole relic
warped skiff
#

And pass in the concrete

#

But it looks like it uses a water shader on the floor

#

Which is probably not hard to make your own material for

whole relic
#

Hmm okay but you use teamviewer or anydesk?

warped skiff
#

No

whole relic
#

look ?

#

probably think.

whole relic
warped skiff
#

seems to be a language barrier

whole relic
#

yeah okay no problem thanks

random badger
#

Hey! Any ideas how to access a property in the shadergraph set using the CommandBuffer? I tried using the same name and disabling exposed but it doesn't seem to work

#

(pic is how I set the global variable)

#

(here is how I'm using it)

mystic delta
#

Shadergraph uses two separate names for variables, one you set for the graph and another when it is selected you can see its actual alias that code will use in the properties window

random badger
#

Yeah so the reference name is the one I should use right?

mystic delta
#

yes

random badger
#

Ok because that's what I'm doing (there's no extra space or something, double checked) and it still doesn't seem to be working

mystic delta
#

Did you check if you get correct command buffer object?

random badger
#

oh you mean the Get method?

mystic delta
#

yes, test all the steps

random badger
#

I actually followed a tutorial, it's my first time using the custom renderer scripting so I'm not sure how to use it haha, I thought that I had to put in the name of the RendererFeature class

mystic delta
#

Not familiar with it myself, just pointed out the Shadergraph quirk

random badger
#

yeah this seems like a pretty "niche" topic I haven't had much use cases for it until now

#

Ok actually, my bad it was my renderer code that was not updating the variable with the correct value! So if anyone ever looks for how this works, you only need to make a new field in the blackboard, set Exposed to false, and set the reference to the property name!

final crater
#

And here's what I get with URP:

#

You can't see it in the screenshot but it isn't pixel perfect, there is jitter and the pixels don't line up

#

This does not happen in built-in

#

Another example

warped skiff
final crater
#

Where is that

#

That's not in URP

#

Only in built-in

warped skiff
#

isn't there a seperate component for urp pixel perfect and built in pixel perfect

final crater
#

Yes

#

There is a difference

#

Check the 2 screenshots

warped skiff
#

are you using cinemachine

final crater
#

Yes

warped skiff
#

does the cinemachine camera have a pixel perfect extension

final crater
#

Pretty sure yeah, imma check that tho

#

Can't rn just turned off the pc rip

warped skiff
#

make sure its the vcam

#

oh

pastel jacinth
#

Hi!
So I set up a project with URP. I used the URP button when creating a new project. I am making a 2d game, so this probably wasn't the best idea because I had to convert the 3d renderer into a 2d one.

The issue I am having because of this is that my project does not support 2d lights with URP. They are all greyed out when I try to add them. I am just wondering how to fully convert my project to 2d to allow these lights because you know how nice lights can make a project look better :D
If anyone has a solution any answers would be highly appreciated ^^

warped skiff
#

what does your urp pipeline asset look like

#

you need to make a new 2d renderer and assign it to the list of renderers

pastel jacinth
#

Yep, done that

warped skiff
#

what about the render pipepline in your graphics settings?

pastel jacinth
#

Yep i put that in

#

and in the quality settings

warped skiff
#

🤔

pastel jacinth
#

Ayy I got it! It now lets me drag them in sick

#

just took a bit of fiddling

warped skiff
#

nice

pastel jacinth
#

Only problem is that they dont do anything lmao

#

everything is still fully lit for some reason

warped skiff
#

check your main camera settings

#

also you need a lit sprite material

#

otherwise they wont know about lights

pastel jacinth
#

Ah! That seems to do the trick!

#

Thank you!

warped skiff
#

np

pastel jacinth
#

Yay for 2d lights! :D

warped skiff
#

looks great 👍

pastel jacinth
#

Thanks ^^

final crater
#

And the bloom

#

It doesn't make the game look better just detracts from what's important

pastel vector
#

Bloom isn't THAT bad on that screenshot

pastel jacinth
#

Yeah the bloom is kind of low lol

#

Also I can see what you mean abt the chromatic aberration and I’ll take that into consideration

#

But the main focus is always on the middle of the screen so I don’t think it necessarily distracts anything

#

If anything, I am trying to distract people from the edge so it naturally fades into obscurity

#

Same kind of principle with vignette I suppose

placid laurel
#

I like the bloom, it doesn’t make the screen look blurry unlike when I do it 😐

pastel jacinth
#

I’m using more point lights than bloom to get that look. Maybe that is helpful? :)
I can have that happen to me too sometimes.

pale quarry
#

Hey, I just started a URP project but UniversalRenderPipelineGlobalSettings is missing its script and I can't seem to create a new one. There's nothing under Create > Rendering except for "Environment Library (Look Dev)".

FWIW I had pulled over some assets from a project that was in HDRP so I'm not sure if that's related, but it seems super odd that I can't even create a new URP Global Settings to assign to the graphics pipeline...

Any suggestions?

surreal violet
#

Hey , does someone know the answer why is my camera showing rendering completely black sreen when im using volumetric fog in urp ?

silent wadi
#

tl;dr is when i turn on Depth override, my geometry is not clipping through the wall, but i see geometry inside

torn kestrel
#

Does anyone know how I can utilize textures like roughness and specular in unity?

#

Both baked in blender

#

I know URP materials have a specular slot

#

but it seems pretty useless, and also doesn't seem to recognize the map from blender

#

and the most annoying thing being that there is not roughness/gloss slot

#

so does anyone know how I can utilize all of these maps, as they are all required for my model to look properly

soft lion
torn kestrel
#

The one baked by blender doesn't seem to work

#

It just makes the object grey

soft lion
torn kestrel
#

The regular specular maps do not work

#

They just turn the object gray

soft lion
#

Pure grey?

torn kestrel
#

It washes out the colors

soft lion
#

Maybe show before and after image

torn kestrel
golden falcon
#

Hello, folks!

i've tried to create a shader for the UI image
but alpha is not working. what am i doing wrong?

rotund tangle
soft lion
cyan talon
#

It's black and while though, which should be fine in this case

soft lion
#

Thats actually true 🤔🤦‍♂️

grave rain
#

hello! I am upgrading an build-in pipeline project to URP, and got this error--this config file is a file from an asset called volumetricLightBeam, and the line 255 that gave error looks like the second picture. Is there a way to fix this, or should I just delete this asset, or comment out this error message? any help is appreciated!

fading seal
#

besides ambient occlusion in forward, what are the depth/depth normal shader passes used for? anything else official other than just for user implemented features?

marble salmon
#

I would say transparency of 3D objects.

soft lion
marble salmon
#

If you make custom shader, which needs to see it self or something inside, lets say Shield of somekind. It requires to have depth data to be pretty.

#

as some things will be more visible and others will be less depending how deep you are in the 3D object.

fallow verge
#

I'm a bit confused... I'm trying to see the performance difference using mesh with less polygons... but I'm not seeing any difference.

I created empty scene with a spawner script than instanciate 10k prefabs.
with Original mesh it's a total of 20 millions tris and 50 millions verts
with optimized mesh + normal map it's 5 millions tris and 7 millions verts,

in both tests I get pretty much the same FPS, looks like it's mainly the amount of objects that really has an impact on the performance??

So for a somewhat low-poly style game (1k-1.5k faces per object), am I correct assuming that most desktop PC will be able to handle a few thousands objects on screen without much performance impact?

tepid dome
#

How would I fix this issue? I'm using URP to make my character render even when it's behind other gameobjects, but with a grey texture so that the player doesn't lose sight of their character. I know I probably shouldn't have overlapping faces in the model in general, but I'm bad at modeling and I don't want to redo it.

#

Here's my forward renderer, if it's important

civic relic
#

why is my texture being shown so weirdly?
when I don't use the shader but rather a normal material it works fine

storm sluice
#

How can I fix that when I export my project to android the colors wont be so dark?

potent smelt
#

when I install remote config all materials were pink
what's the problem

soft lion
# fallow verge I'm a bit confused... I'm trying to see the performance difference using mesh wi...

The tris count doesnt really matter when something other is the bottleneck. In case of 10k objects, the biggest performance issue most likely is the amount of draw calls cpu has to handle (even though srp batcher is quite good way to handle draw calls), not the amount of tris gpu is dealing with. If you have few objects with millions of tris on them, the triangle count can possibly make much bigger difference on performance

unkempt glacier
#

hey hey! I'm seeking some help

#

So essentially I've got some render features here

#

The idea is that I want to render a dithered version of the player every time he's obscured

#

kind of like this:

#

I also render outlines through render features

#

They're hull outlines. basically taking the mesh, flipping it and extruding it outwards

#

I wanted to render the outlines while the player is obscured too but, they either rendered OVER the dithering, or WITH it, making the player dark and opaque

#

what can I do about this?

upbeat sun
#

Hi guys, im using the unity version 2021.3.0 and i have a problem.. I am unable to convert materials for an urp project. What is the problem?

mystic delta
#

If materials do not have compatible analogues you have to swap shaders manually on them to supported or custom ones.

upbeat sun
#

How?

fallow verge
mystic delta
upbeat sun
#

Don't worry, i just fixed it

mortal furnace
#

How it would better to write instanced shader which can flip texture through uv = 1 - uv? I mean branching isn't very good thing for massive calculations. I can also pass float2 values to write uv = flip.x + uv * flip.y, so for no flip it would be 0,1 and for enabled flip 1,-1. But instead of passing 1 byte i will pass 8 byte at least (AFAIK HLSL doesn't support int less then 32 bits)

soft lion
tawny grotto
#

hi, can someone help me understand why i cant import the Foundations of Audio asset into a basic URP 3d template without pulling a ton of errors

#

oh apparently it doesn't work on the current version of unity

#

rip

marble salmon
#

If I would want to make Water acoustics, aka underwater princles, what is the most performance light method:

  1. Shader graph, and create materials for underwater objects.
  2. Texture projection from standart unity asset package
  3. Decals or something like that?
soft lion
marble salmon
#

Post procesing is good for chaning color, effects, but acoustics with post processing? I have no idea how to do that O.o

soft lion
#

You can construct the world space position from the texture and use that to to achieve decal like effect. If you dont know how to make handwritten shaders, you may need to wait for release of fullscreen post processing shader graphs

wispy sierra
#

I am trying to use render features to render a layer after shadows are cast, but for some reasons shadow casting doesn't seem to be affected by the order of rendering features

#

Does anyone know how to change the order of the shadow casting pass, or set an object to be rendered after that?

#

Basically it's so the non-shadow casting object doesn't get shadowed by a shadow proxy

wispy sierra
#

I suppose rendering features only affect the forward pass

lusty quartz
#

Anyone know if Unity released the shader graph version of the base URP shaders?

soft lion
#

What you mean by that?

merry monolith
#

I'm guessing the question is "is there SG graph that implement URP Lit shader functionality"

#

pretty sure someone must have done something like that

#

and pretty sure there's no official such version from Unity

lusty quartz
#

Basically yeah, surely I can't be the first person to think: "This shader is great, but I wish I could extend on it in Shader Graph."

crimson slate
#

Hey does anyone know a good deal about render pipelines and shaders that would be willing to help me fix a project I have been working on? I have been working on a game for a while and I accidentally installed the incorrect version of an asset which used a different render pipeline or something and now a lot of my stuff is pink. I tried looking it up and fixing it on my own but I feel like I am making it worse due to my lack of experience/knowledge with render pinelines. I have been trying to fix this for so long I am just lost on what to do at this point.

warped skiff
#

Honestly feels like beginners shouldn't use urp

soft lion
lost basalt
#

probably doable with custom nodes kinda

soft lion
# lost basalt probably doable with custom nodes kinda

Kinda yes... but then all the lighting logic should be inside that custom function (or can you use subgraphs inside custom function hlsl code? You cant right?). That would ruin the point of whole shader graph representation

soft lion
# lost basalt probably doable with custom nodes kinda

Kinda yes... but then all the lighting logic should be inside that custom function (or can you use subgraphs inside custom function hlsl code? You cant right?). That would ruin the point of whole shader graph representation

lost basalt
#

you can break it up into multiple nodes

#

and then customize that

quaint pumice
#

Hey yall! Im baking lights in URP, but no matter the settings, the baked shadows are super weird

#

There is one directional light, I have no idea why its like that. Any suggestions?

merry monolith
#

like what

quaint pumice
#

I want them to look like this! This is without baked lighting

#

So why is the baked lighting so much worse?

soft lion
# lost basalt you can break it up into multiple nodes

I dont think you can assuming you cant use other custom nodes/subgraphs inside custom functions (I dont know if that is a feature). The problem is that youd need to use those nodes inside the for loop that iterates through all the nearby light sources and you cant do for loops outside of custom functions

soft lion
quaint pumice
soft lion
#

Depends on the model ig. Theres some way to visualize texel size but i dont know how it works exactly. Lightmapping tutorials shows you how to choose correct texel size

lost basalt
soft lion
lost basalt
#

yeah I was referring that maybe they'd make one, or we could make an extension like that

soft lion
marble vigil
#

But assuming the ground mesh is large, you will have to choose between low resolution shadows and storing a lot of area in high resolution with almost nothing in it

#

"Distance shadowmask" is a feature that's intended to strike a balance between looks and performance in this type of situation

quaint pumice
light rapids
#

Hey I was wondering what happened to one click convert all standard shaders to urp

#

I'm in 2021 LTS latest version but I don't see a option to convert all materials to urp

#

It shows me only selected materials

#

Oh well they move the thing from there to here they keep moving things around without saying their documentation

weak hamlet
#

Hi so after downloading URP into my project and setting everything up, only 2 objects on my scene became black instead of all of them

#

whats more those 2 objects (they are shadows of the cave) are not reacting to light sources

#

did anyone have this issue?

weak hamlet
#

coz i don't have this option at all

#

was it changed since this video?

#

someone in the comments said to use this

#

but it just didn't work for my scene

#

but why i don't even have the option to add global light?

#

ok for some reason it works now...

stoic quiver
#

What do I change it to for proper URP conversion?

warped skiff
#

is it an asset store shder

tender wasp
#

How can i add reflections(screen space reflections) without using Hdr or turning on deffered rendering path

marble vigil
tender wasp
soft lion
#

Screen space reflections requires depth and normal textures, deferred path just provides both automatically

coarse tangle
#

Hi! I'm trying to get framebuffer fetch to work, as shown here: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html#using-shader-framebuffer-fetch

I just made that little bit of change to how frag() works, here's my test: https://www.toptal.com/developers/hastebin/wecuwilixa.m

but then I get this error:
Metal: Error creating pipeline state (Unlit/FramebufferFetchTest): Fragment input(s) `user(COLOR0)` mismatching vertex shader output type(s) or not written by vertex shader (null)

Did I miss something?

coarse tangle
gaunt hinge
#

Which is generally more performant in URP? Baked light-maps or screen space ambient occlusion?

marble vigil
clever rune
#

I need some help on profiling issue that has been occuring for a long time now to me i.e. StdRender.ApplyShader() which is taking almost 89ms of the usage. Please let me know how can I make it better with URP.

hollow flame
#

with SRP batcher

#

does it make the info in the stats overlay invalid?

#

the batch count is really high, saved by batching is really low, but when I do a frame profile it shows low number of batches

stoic imp
#

Hey guys! Do anyone know about this little issue: our objects are showing little shades on edges between them... I don't find any solution 😦

#

Thanks in advance

soft lion
stoic imp
cinder wing
#

talking about ssao, i was trying to activate it also but it doesnt seem to work, i cant put my urp into this socket

upbeat sun
severe portal
#

Hmm anyone using the Render Pipeline Converter with 'Convert Built-in to 2D URP', it's taking up to 3 hours stuck on 'Importing Assets' after I click Initialize Converters.

soft lion
severe portal
#

hmm thanks, seems to always be getting stuck :/

severe portal
#

I think I see the problem, as soon as the InitializConverter starts it returns an error saying that one of my folder paths is not accessible.. think that actually stops it from working 🤔

#

not sure how to fix though...

#

Seems like making a new folder and moving the assets into that folder worked, maybe even renaming it might work

severe portal
#

Even more problems, but found a workaround:
So I'm not sure if this is just Unity 2021.3.5f1 also encountered on Unity 2021.3.0f1

#

The Hold On window that appears:

#

This is actually not really there, if you right click on a scene to bring up a different pop up it disappears.
So my guess is because it spits out an error it doesn't clean itself up.

#

This happens quite frequently with the Render Pipeline Converter on my side, the fix is when you see this, just right click on a scene to bring up a different pop up, and reclick 'Convert Assets' or 'Initialise Converters' whichever one you were doing.

subtle owl
#

Hey, quick question, does anyone know what type I should sample the "Camera Sorting Layer Texture" with? I tried tex2d, virtual texture, and cubemap, but none seemed to produce an output

#

or maybe I am missing another hookup somewhere? I'm not quite sure

#

and this was the only information I could find otherwise on this discord

safe cipher
#

Does anyone else have this issue ? , When a new project is created with the URP template or later added via the package manager, it crashes on the package load on the same line every time. Start importing "Packages/com.unity.render-pipelines.universal/Editor/2D/Resources/InspectorIcons/PointLight.png using Guid(b3ab972b21db85d48ade9657efdd4771) Importer(-1,00000000000000000000000000000000)." This is seen in both 2021.3.1f1 (LTS) and 2022.1.4f1 with URP 12.1.6 and URP 13.1.8, respectively. However, Unity 2020.3.12f1 and URP 10.5.1 work without any issue. I've tried everything, even reinstalling in a VM and a new Windows 10 install. Are there GPU requirements for URP for use in the editor? Or is it something else?

proven beacon
#

my light is shining inside my shadow caster
what to do?

outer mountain
#

Hi, I've tried and installed URP to my current project and now all I see is pink from the Game's camera, what gives?

clever rune
#

Hi everyone,

I am using URP for my game and currently I am facing few issues related to that which are causing great performance issues. I'll attach here the screenshots which I took while profiling, please help me out with them since it has been a long time I am stuck onto it.

errant grove
#

Hello only some light near me render, other wait me to be near to be show. That not good, how to show all light ? I have set all light to IMPORTANT. And i use URP, i didn't have this issue with built in render.

marble vigil
errant grove
#

i have multiple light
because i have a big scene.
so i have multiple light.
And since i want to do a video recording i need to show all the scene.

marble vigil
errant grove
#

Yeah because we speak together

severe portal
#

Okay seems like I've fixed all my issues from using the Render Pipeline Converter.
Seems like if you get an error where it says 'SceneNotLoaded' you have to open every scene on the converter in order for the render pipeline converter to actually complete ¬.¬

#

hmm maybe not, the render pipeline updates all the scenes, but if I run it again it adds the scenes back into the list.. what the hell is going on 😅

night prawn
#

hey, when I use the deferred rendering path, the lighting looks super weird in the editor, and in play mode anything that's beyond the dynamic shadow falloff is in full shadow instead of using the baked shadows

#

I think it's only happening on surfaces with shaders I made in shader graph too

marble vigil
night prawn
#

when it's disabled I still have the 2nd issue with the baked shadows

#

at least fixes the weird banding in editor tho

marble vigil
#

Yes
Not sure what's up with that shadow business though

night prawn
#

it's a shame cause I could really use the advantages of the deferred pipeline

thorny horizon
#

Hey, do any of you know an asset store item that adds volumetric lighting (preferably with shadows) to URP and supports camera stacking and VR?
price can be up to 200$.

night prawn
#

good luck getting remotely decent performances with those requirements

indigo moon
#

I was wondering if a fully transparent full screen panel, (0,0,0,0) color, would cause overdraw if it was left enabled ?

placid laurel
marble salmon
#

Is it normal that URP shader uses 170 mb memory on simple scene? (~12 different materials)

fallen ingot
#

ok i'm sorry for this rather dumb beginner question, but i try to learn the shader graph and can't change the material of the standard meshes (sphere, quad etc) because they are greyed out... even when i drag a material on them it doesn't change 😦 i use the 2021.3.5f1 editor

#

ok i found it out, delete the material, than make a new one, then drag it in.... still don't know why it is so but eh :/

indigo dirge
#

Hey do you guys know a method how to de-/activate shadows for things like grass in realtime?

spark sorrel
limpid ore
#

I am honestly confused on how to use URP in 2D

#

all of the tutorials i've seen are completly different

#

i made a URP asset with a 2D renderer and i dragged the URP asset renderer into the URP asset which has been applied in the project settings

#

wtf making a SpriteLitDefault material doesnt work either

slim fog
#

Hello, I have a problem where I get a message asking for the bumpmap to be labeled normal map when I add it to a texture. When unity auto fixes the name, the normal map looks worse than before it was renamed. Any tips?

gaunt hinge
#

How do I access the URP package samples? I cannot find them...

warped skiff
#

Whats your unity ver

#

You need to be on 2022

#

Or 2021

marble vigil
gaunt hinge
warped skiff
#

well current urp is version 15 and you have 7

gaunt hinge
#

Weird, I guess the sample scene is out-dated... I tried checking the urp on a project I'm working on and it's on version 13.1.8 and the package samples can actually be downloaded! Hooray!

gaunt hinge
#

I'm having performance issues with the decal projector render feature. Once I enable decal projector render feature (to use just one blob shadow) the frame-rate is about 25% slower in build than when I disable the render feature... Is there a way to get around this performance loss, or would I have to find another way to do blob shadows?

indigo dirge
#

Does anyone know how to fix the shadows to not be cast by transparent sprites?

#

I'm sorry I expressed myself wrongly. I just wanted shadwos to come from the visible sprite. xD @young escarp

indigo dirge
#

Thanks 🙂

upbeat sun
marble vigil
upbeat sun
#

this is my settings

#

Increasing the pixel for object limit was useful for some lights, but for others the problem remained

marble vigil
# upbeat sun Yes is the same

In that case I hope Pytchoun is able to direct you to my yesterday's essay-length breakdown of what light limits are and how to work around them

upbeat sun
#

Okay thanks guys

marble vigil
normal orbit
steady vapor
opaque plume
#

Hey i want to create an ocean with decent underwater atmoshpere, so i need some kind of local fog that is only visible below the water surface

#

do i need an expensive asset (like that one ⬆️ ) or is there a smarter way to achieve this?

marble vigil
opaque plume
#

but my water surface is transparent, which means the fog should also be visible from above it

marble vigil
#

Volumetric fog can take care of all of it, but it's way more expensive to render than any other method combined

#

Does the camera even need to go underwater?

opaque plume
#

Well yes it’s an underwater game

#

With air filled rooms in the water that you can walk around in too

#

And those should not have the same fog ideally

marble vigil
opaque plume
#

Hm makes me question wether it was smart to go with URP in the first place

#

But then again I’m going for a retro look so HDRP would be overkill

marble vigil
#

In addition to it being overall more complicated

opaque plume
#

Are there free volumetric fog assets I should know of? All I found was like fancy 40€ stuff on the asset store

merry monolith
#

@opaque plumeonly for built-in renderer

#

Aura (1) for example

little grail
#

Hey, I have these leaves which use the image as their texture. I imported this asset, though whenever I try to use it it just uses the full image instead of the leaf itself. Is there a certain setting I need to turn on for this to work? Or is this not possible in Unity? I noticed the background of the image is very similar to the leaf itself, so removing it with external software would be pretty hard. Any ideas?

marble vigil
#

The background is meant to be a similar color so that non-similar colors don't bleed over

little grail
#

you mean this?

marble vigil
#

Yes

little grail
#

Where do I add that texture?

marble vigil
#

Save the black & white image into the alpha channel of the color texture, using a program such as Gimp
Or if you don't want to do that, make a shader that samples alpha not from the alpha channel of the color texture, but from another texture entirely

little grail
#

I have gimp, let me try that

#

How do I put the black & white image into the alpha channel of the colour texture though?

#

Oh wait

#

I think I get it

#

Nope I dont

marble vigil
little grail
#

Im guessing I should use this?

marble vigil
#

Google would tell you more details

little grail
#

Yeahh I will google it

little grail
#

I think that'll be easier for me

marble vigil
#

If you want to use a shader, just use the alpha texture as alpha as I explained
No need to subtract anything

little grail
#

oh alright, thanks

long kraken
#

Anyway to get renderer.cameraColorTarget but for a specific layer in a custom Renderer Feature?

lapis basin
#

i need help

#

why does it not show the Render Pipeline > Universal Render Pipeline setting

#

?

#

I want to convert all materials into URP

placid laurel
#

anyone know why my light is only in one 180 degrees direction? i can't get it to go 360 unless i disable normals

placid laurel
#

very obviously a cone shape, but why?

tribal sorrel
#

@placid laurel try changing the Z coordinate?

#

maybe it's clipping with the floor

placid laurel
#

none of the transforms change anythign

placid laurel
#

solution: import settings > sRGB should be off (was on)

lament canopy
#

Bug I encountered in alpha while getting excited that Decal layer has finally arrived in URP 15.
The decal depth pass is drawn upside down, causing the decals to fail the depth test. (only Forward renderers)

marble salmon
indigo moon
#

@marble salmon Unity often fails to track which Shader Variants are needed for your game when using Addressables. You might be missing shader variants. That is one side effect. Example : Having no alpha clipping on some shaders.

Another side effect is having an enormous memory footprint from shaders. At runtime, it loads needed shader variants, but when the game need the same shader variants again, it reloads them, adding to the memory footprint.

There are a lot of posts about this on the unity forums.

Here is an old post of mine about this

https://forum.unity.com/threads/memory-and-performance-issues-related-to-shaders.1155863/#post-7555222

frigid parcel
#

how do i apply a gradient to something like a fresnel effect

#

with brightness being how far into gradient it is

coral wind
#

Anybody know how i can add decal to glass?

marble salmon
placid laurel
#

is changing shadow tint only allowed in HDRP?

marble vigil
placid laurel
#

yeah I always have grey ambient light in indoor stuff
but yeah ill look into Subtractive
But in HDRP i saw a shadow tint option, guess its only there

marble vigil
placid laurel
#

alright man thanks

#

for telling

warped dove
#

urp refuses corrupts my file whenever i use it, so can't partake in this chat :/

austere field
# placid laurel yeah I always have grey ambient light in indoor stuff but yeah ill look into Sub...

You can also write your own shader to tint shadow color. I did it on this OmniShade asset: https://assetstore.unity.com/packages/vfx/shaders/omnishade-pro-mobile-optimized-shader-213594

Add depth to your next project with OmniShade Pro - Mobile Optimized Shader from OmniShade. Find this & more VFX Shaders on the Unity Asset Store.

glossy verge
#

so i upgraded to URP but now my custom shader is broken, it works by filtering what a camera outputs as a texture.

#

what the camera sees

#

what is output

#

why are sprites being hidden behind other sprites?

#

despite not using any sprite masks, changing the Mask Interaction on one of the sprites does change the output

#

this shader worked before i upgraded to URP

#

the shader just alpha cutoff

#

it seems like the sprite up front's alpha is somehow filtering out the stuff below it

#

why would this be happening?

placid laurel
#

Does URP have some sort of ambient occulusion built in? It seems like it

glossy verge
coarse tangle
#

hey guys, any idea what might be causing this flickering issue with the bloom? we only see this happening on device, but no in the editor, even though it should be using the same quality settings (no downsampling that we shouldn't be seeing in the editor).

#

so far our artists just keep crushing roughness values, but we're not sure it's the best approach, as it moves us away from the results they were looking to achieve under normal circumstances.

#

we only see this on some phones, too. older ones, it seems.

hollow fern
#

I'm trying to understand Camera Stacking in URP at the moment.
I'm trying to render a Skybox from another camera, so that I can rotate that skybox however I want to.
This is working well, but it seems like objects that have transparency on the main camera don't see the stacked camera.

Screenshot from the URP example scene.
As you can see, the Skybox is rendering as intended, but the moon's transparency isn't taken into account.
It's showing the 'actual' scene skybox instead.
Any idea where I can start investigating to resolve this issue?

hollow fern
#

The default Skybox can only rotate on the Y axis.
I need to be able to rotate on X, Y, and Z.
The default Skybox Shader doesn't allow that.

So I either need to do the camera stacking, or write a custom shader.
I know nothing about either, and a custom shader sounds like more work. 😂

#

I have done this, but then I need to set the camera far clipping plane at a ridiculous distance. 50000+

#

Has to be huge, else it clips with the terrain and surroundings.

#

It's a terrain mesh provided to us by the client, can't change it 😦

22500x22500 units, based off IRL terrain.

#

Hmmmmmm haven't tried something like that yet.
Will give it a go, thanks for the idea.

scarlet lava
#

Hi,

does anyone know a tutorial on how to convert Standard shader to URP?

there is a very cool free asset for vr that is the only one of its kind in the store, that only supports standard shader, but we are using URP
I'm doing a simple test run VR project, and I believe this asset is essential yet very simple

warped skiff
#

not possible