When you insert a pipeline asset into graphics like this, the existing sprite default material should be pink, but it is the same.
Even the Sprite Lit Default material is not pink. Does anyone know a solution?
The current project is a project converted from 3D to 2D, and 3D URP was applied well in the past.
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so I've been trying to update my 2D project to use the URP renderer but it just isn't working.
I've downloaded it from the package manager, I made a URP asset and assigned it in the graphics tab of my project settings, I converted all the materials in the render pipeline converter and I'm using a 2D renderer asset in the URP asset's Renderer List. I was expecting the project to appear black or unlit but it just stayed the same. Adding lights doesn't change the scene at all.
So I have a HD2D Setup in Unity, meaning a 3D world containing 2D sprites (billboards). I am using URP and created a Lit Shader with the following configuration:
This Shader is attached to a material and this material is attached to my sprite. My problem is, when I rotate the global directional light, the sprite with this shader attached has sort of a delay in adjusting its darkness to the global light (in the video, the environment is bright (morning) but the sprite is still very dark in color (see next picture) and vice versa). This behavior can be seen in the video I uplaoded here:
https://www.youtube.com/watch?v=uAm71ftfy2Y
Desired outcome:
The sprite gets darker as the sun fades (similar to the white Quad that can be seen in the video scene).
Does anyone have an idea which setting I need to tweak here? Thanks for any advice.
I figured it out. For some reason, URP Pipeline was not set under Edit-->ProjectSettings-->Graphics. Once set, I was able to set [X] Will be affected by shadows in shader graph. This solved the problem
I'm using Unity2021.3, and this is a URP project.
There is a 3D sprite in the scene that receives and casts shadow, the material for its spriteRender uses a shader that is a simple modification of Unity URP Simple Lit, and there is a spotLight in front of the 3D sprite with shadow enabled, and there is also a directional light in the scene. The 3D sprite casts shadow on the ground due to the directional light and the spotLight, everything is correct.
But if I switch to a new shader, it seems the SpotLight passes through the 3D sprite, rendering the shadow incorrectly, if I move the SpotLight to make it far away from the 3D sprite, then it seems the shadow is correct.
Please see the attached screenshot, the top three screens are custom shader, below two are the URP Simple Lit variant.
I'm wondering what the problem is with the new shader?
Thank you so much.
I'm trying to import an Blender object with texture to Unity.
I did a simple cube with smart UV Projet unwrap, i added a texture and then exported it as .FBX file.
When in Unity, even if the cube has the right material with the right texture, the cube has a dark version of the texture.
Unity cube with dark shadowed texture
Blender cube with bright texture
Here's what i tried:
Flipping my normals in or out in Blender.
Change normals and tangents settings in unity to calculate.
Trying to change pretty much all Model settings in inspector in unity.
Just as a guess, it looks a little bit like you have no light source in your Unity scene. If you want the texture brightness constant without factors like scene lighting you need to change the material to some unlit variant in unity.
Also, check the albedo tint of the material. It seems that sometimes when extracting, it automatically adds a gray tint to it.
MaterialInspectorImage
I have a problem: how do I change part of the texture of an object which is highlighted, but only partially in the light, not all of it. Can I do this in Unity ?