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Questions tagged [unity-urp]

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Note: I intend to use only the Inspector window to use all textures, not Shader Graph or Nodes or any custom scripts. Also I might use some technical terms incorrectly by mistake, as I'm not much ...
Vikas's user avatar
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I just recently imported a new asset package, all of the materials use the URP lit shader, no custom shaders. However, now I can't build the game because I keep getting the same errors: ...
Redsam121's user avatar
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I am facing the same problem over and over again with Dynamic Lights in Unity and don't know where next to look. I am still learning Unity so maybe I'm missing something trivial because it happens in ...
rupps's user avatar
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I have a system in Unity’s VFX Graph where: A source particle collides → triggers a GPU Event This event spawns a new particle which also triggers a strip trail I am trying to get one trail per ...
ragnarrocks's user avatar
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In Unity 6, there are multiple options for post processing, but I have been unable after many tutorials and AI advice and the Unity docs, and also installing free packages and removing them and ...
daijo's user avatar
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I would like to be able to add certain simple graphical effects to objects in my game. For example, I want dead enemies to fade out, I want enemies that get hit to flash white, all easy stuff. So far ...
Lara's user avatar
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As you may know, Unity can have issues correctly rendering transparent 2D Sprites/Textures exported from Photoshop or Figma. Reason being that most of these tools operate in Gamma color space while ...
Nenad Slavujevic's user avatar
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I have scene which shows inside of an house. I am trying to achieve night as shown in horror movies. But in order to light up the entire room I have to increase the intensity of light way too much. ...
Akshay Dhotre's user avatar
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I have a Unity URP project and in the Scriptable Render Pipeline, I would like to create a RenderTexture and pass the depth and color buffer of the camera object as ...
Fox1942's user avatar
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I am sorry if this question sounds silly. But, I am new to Universal RP shaders, and have to ask this question. Previously, in my project, I had many beautiful objects that use Mobile shaders. Today, ...
Job_September_2020's user avatar
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The upcoming remake of Super Mario RPG uses an effect that adds a 'colorful fog'(I'm really struggling to describe it 😅) to certain parts of the screen. It's mostly used in the corners and top of ...
PayasoPrince's user avatar
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1 answer
1k views

What I'm trying to do: Render GameObject(s) of a specific Layer in my custom pass. I want to do something more later, but I'm just trying to get it to render exactly as URP would for now. I'm just ...
danglingPointer's user avatar
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I'm using urp pipeline in Unity 2021.3 and in this version Unity has an official decal system. However, this decal system seems not to support transparent gameobject. I can't project the decal on it. ...
OtakuFitness's user avatar
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Issue: The Decal that my URP Decal Projector is projecting disappears depending on the viewing angle. (Recording Link at bottom) Setup: I've added a URP Decal Projector by right-clicking in the ...
PayasoPrince's user avatar
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I have a strange problem that I am not sure if it is a bug from Unity or not. I have render texture that renders camera output to a raw image. Camera looks at a object that consists of 2 parts: the ...
Ivan's user avatar
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I am listing a game on Steam and need to set system requirements. The game is a online 3D game using Universal Render Pipeline with low poly assets. My idea was to copy the requirements for a similar ...
ViktorMS's user avatar
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2 votes
1 answer
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Using Unity's URP I've been trying to setup a scriptable render feature which will add a pass which draws objects on a certain layer to multiple render targets. Unfortunately, I am not able to get it ...
Buretto's user avatar
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So here's my situation. I have two cameras in a game about a bee. The game uses the Universal Render Pipeline. One of them detects blooming terrain at a distance, and is sensitive to its own layer (...
Michael Macha's user avatar
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1 answer
2k views

I'm working on a Unity 3D game that requires fog of war. It is seen from above. I was looking for help and found this: (I dont know what game it is though) This would perfectly fit my needs but I don'...
jm-laliberte's user avatar
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2 answers
3k views

So I'm trying to figure out, what's causing this strange reflection on my terrain. I've tried almost everything to get rid of that shiny circle, but to no avail. It follows me wherever I go, so it's ...
Haseeb Ali's user avatar
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I wanted to implement this project (generating image with deep learning algorithm) in an URP project as a PostProcessing Effect. I did use ScriptableRenderPass, which sound like the correct way to do ...
Felox's user avatar
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1 answer
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For my game, I want some sort of indicator of if a space is walkable or not. To achieve this I figured I would create a decal projector and have it follow the mouse cursor around, displaying a decal ...
Applekini's user avatar
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I am trying to achieve a day/night lighting system similar to the game RimWorld. Short preview of what I want can be seen here: https://giphy.com/gifs/VgzcwtjueP7BrYSrXe Instead of using Global Light ...
caleidon's user avatar
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I want to layer a grass texture with opacity over a dirt texture to form an edge. Both on the same model. But I'm getting edge bleeding from the opacity. I made both textures within Substance Designer ...
julian.a's user avatar
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5 votes
2 answers
19k views

I'm trying to get Post Processing working in my Unity Project, with URP enabled, but I'm not seeing it work. I've looked at a few tutorials and I've followed them exactly, but I never see any post ...
Andrio's user avatar
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