#Red, I believe there's a texture on that
1 messages · Page 1 of 1 (latest)
You don't have a color texture
You probably do have a normal map though, which unlit shader does not support
Because normal maps can only be seen by the way of light shading
I converted from HDRP to URP, which have similar concepts
And yes I was using lighting
Unlit = no lighting
no lighting = no normal mapping
My knowledge of rendering is VERY limited, I preferred original Unity because of my beginner knowledge on adding a texture and changing color. I understand this is superior tho.
These textures placed on my gameobjects worked in regular OR HDRP
So you need a special texture to work on URP unlit? I'm not sure what mapping is, and I thank you highly for taking a moment with me.
I been at this 54 days to change from HDRP to URP and I figure I want to do it right this time
Unlit vs lit shaders work the exact same way across all three render pipelines in this regard
HDRP and URP both have an Unlit shader
My assumption would be that Unlit would just render a mesh like 1990s 3d games, one color tint of the texture.
It does
You don't have such a texture assigned
Before lighting became a thing, I don't want any lighting
Okay, so there's different TEXTURE styles then
You get a sprite
Then convert it to a texture
and that texture is applied to a material
I need to investigate the TEXTURE and change the MIPMAP?
I think we're closing in on a solution
This has nothing to do with sprites or mip maps
The long and short of it is that you have no color texture of any kind in this Base Map field
Whatever surface definition you saw with a lit shader must've come from a normal map texture, which unlit shaders cannot support
i have a texture on the wall thing there, shows in lit, but not unlit. OH! SO the field it renders the texture is a DIFFERENT property name
Okay, thank you very much
Do you know what a normal map is?
no
You definitely will need that knowledge
Thank you
I should be good to go
You guys rule
Peace, love, chillin vibes, have a blessed rest of your day. I'll spend some hours today on this before I ask anything else, and if I don't show up, assume you rule. Cuz you do.
It really doesn't hurt to learn more about graphics rendering concepts and render pipelines either
And about just optimization in general since that seems to why you're facing these challenges
Yeah I was reading about em, that's why I am happy you brought me to mipmap. I ran out of Youtube material with unlit, watched every unlit URP video on youtube pretty much)
It's very easy to optimize the wrong thing or in the wrong way, or at the wrong time unless you're being precise and methodical about it
Oh no doubt, that's why I am aiming for ABSOLUTE minimal as long as my eyes like the graphics
I don't think I brought up mip maps, especially since they're not relevant to what you're doing
At least not beyond "keep the setting at default until you know what you're doing"
you need to learn how to actually measure performance, both on the CPU and the GPU