I have a problem in my Unity VR project, where I'm doing a red highlight material created from an Unity Built-in Shader Graph.
However, the material is only rendered in the Left Eye and not in the Right Eye, which makes it look strange when seeing the highlight in VR. How can I make the material appear in both Eyes (left and right)?
I'm using the Built-In pipeline and my Oculus are the Oculus Rift.
Here are two pictures, one from my problem and the other that is how I have my shader graph:
How the highlight appears in VR, with the material only being rendered in the Left eye
How my shader graph is
Edit: Nevermind. I was using a Single Pass Stereo Rendering Mode, and it started being rendered in both eyes as soon as I changed that to Multi Pass Stereo Rendering Mode.
Related
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
so I've trying to find a decal solution to make a bullet hole decal on a surface that only renders the normal map. I've been searching all over the place but there's no results that works with unity's built in render pipeline i found this enter link description here but i don't really know how to set it up in my scene. apparently this effect works easily in unreal but no in unity
and here is the results I'm looking for
enter image description here
I am building my first 2D mobile game using unity, everything works as expected when I create a circle with a new default Material, but when I use a Material that has a Shader and a texture the circle shows angles.
I am using unity 2020.2.1f1 with Universal Render Pipeline running on Linux.
I have attached an image of the problem, the left circle uses a Material with Shader and texture and the right one uses a Material without texture.
I would like the left circle to be also a proper circle as the one in the right side.
Circles
Shader
There is also an error that says Material does not have _MainTex texture property. It is required for SprintRenderer But when I add that as reference of the property, the texture is not shown at all. I don't know if that could be related.
When I install unity 2019.4.19f1 the circle is rendered as I expected. So that is how I fixed it.
The message:
Material does not have _MainTex texture property. It is required for SprintRenderer
wasn't related with the problem.
Hi guys I am making a minimap for my game in unity. I have used two terrains and two cameras. One terrain is shown by main camera and other is shown by minimap camera. Now my problem is in my minimap, I have to show target objects to boundary of minimap when they are outside the boundary of camera. I am not using canvas for showing minimap. I have searched internet but no success.
Background
I am using Unity3D 5.3.5 to develop a Google VR (Cardboard) project
Introduction
I added a canvas button to my scene. It shows up in scene mode and sometimes in Game mode but never when I run the project
What I have tried
Turning off Direct Render for Main Camera
Setting up Render Mode of canvas to World Space
Adding Main Camera to Event Camera
Observations
Button shows up in Scene and Game Mode but not during Play mode
Though the UI does not show up, Physics Raycaster in the reticle hits the button.
Screenshots Below
This is a Unity bug. In the forums they mentioned it will be fixed in 5.3.5p5.
Its also noted in known issues for gvr:
Starting with 5.3.4p2, a bug in Unity prevents rendering World Space
uGUI Canvases into a RenderTexture
https://developers.google.com/vr/unity/release-notes#v080_initial_release
It works in older version(5.3.4f1), if you need to test it right now.
in your canvas change Render Mode to-> Screen Space Camera
change Render Camera to -> Your camera
change Plane Distance to a very low number but not negative