Unity 2d URP Project, can't edit Forward Renderer asset - unity3d

I Have to make Stencil Shader in Unity URP 2D project, and I found that I have to use URP Forward Renderer.asset to make Stencil Shader.
But In my Project, I couldn't edit Forward Renderer Asset.
enter image description here
so What should I Do for edit Forward Renderer asset?

Create a URP 2D Asset in your project. Never try to edit anything in the Packages folder.

Related

Unity - Help to URP 2D Renderer

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.

Universal Render Pipeline Not Working At All

I am using unity 2020.3.19f1 with URP 10.6.0 and I have the URP asset file in my assets folder, I have also added it under Renderer in the Project Settings tab, and the Graphics Quality too, I have created the scriptable 2D renderer Data file and added that to my URP Asset file but the textures in the game neither turned pink nor went black, as they used to when I used this renderer previously. Also I have tried "Upgrade Materials to URP materials" and it doesn't seem to do anything. Does someone have a solution?

How to use externaly generated lightmaps in Unity?

I'm new to the Unity engine. I use an external tool for generating very realistic lightmaps with GI in Blender but I'm not able to insert them to Unity. Blender generates .fbx file with ok uv coordinates and lightmaps but when I insert them to Unity scene its looks different (darker) than in Blender render. I guest in Unity there are no extra material channels for lightmaps just use albedo channel and I have to disable lightning for this object in scene but I don't know how to do it.
Can someone help me with that?
Thank you

vuforia ARCamera videobackground is black

I have create assetbundle scene with vuforia ARCamera and an imagetarget. Now after loading the assetbundle scene, the scene is able to start with black screen. I have noticed that the ARCamera -> Camera -> BackgroundPlane->VideoMaterial(Instance) -> "Custom/VideoBackground" is not enabled. But when i enabled that manually, then the camera has enabled and showing live. Is there anyway to make that shader enabled after scene loads.
Picture-1:
Before enabling and scene was opened from assetbundle
Picture-2: After enabling shader option
Here is a more complete answer for future reference:
You can solve this issue by attaching to script to said GameObject that enables the shader upon awake, it would look something like this:
void Awake()
{
//get your video material component
VideoMaterial myVideoMaterial = getComponent<VideoMaterial>();
//Look for a shader called "VideoBackground" and apply it to the shader material of the component
myVideoMaterial.material.shader = Shader.find("Custom/VideoBackground");
Destroy(this);//this will remove this script after executing it, just looks a bit cleaner in my opinion but no necessary
}
More information about material shaders can be found in the unity docs here.
More information about Shader.find can be found in the docs here
This is assuming that you have a reference to the shader from a material already somewhere in your scene. If you do not you can as per Gowthy's comment add the shader to the "always included shaders" list. This can be found by going to the Graphics menu under Project Settings, and then scroll down to the "Always Included Shaders" section. Or you can add the shader to a "Resources" folder that gets included in the player build"
Delete the Vuforia folder from the assets directory.
Open player settings and uncheck Vuforia support from XR settings.
Choose the remove files options.
Then check the Vuforia support again.
Choose Vuforia camera in your scene.
Add the license key.
That's it.

I'm having an issue importing textures with a 3d model into Unity

I am performing some research in virtual reality and we were given a 3d model made in Rhino5 with textures and everything (the model is a building). I have tried exporting it as a 3ds and fbx file type, but I am relatively new to both Rhino and Unity. My issue is that when I drag and drop the model into the unity assets of my project, and then drag from the assets to the scene, the model shows up and looks great, however no textures from the model in Rhino are visible.
I'm not sure if I should be exporting from Rhino to a specific format or if I'm exporting those formats incorrectly from Rhino.
I'm using Unity 4 and Rhino5. Thanks for your answers and your time!
The texture is stored in a file separately from your 3D model.
Quick steps:
Import your .obj or other 3D model into your unity3d assets
Import your .1001.png or .mtl or other texture material into your unity3D assets
Drag and drop your 3D model from assets into the unity3d scene
Click to select the object in the scene so it is outlined (mine is in orange)
Drag and drop your texture material from assets directly onto the selected object in the scene to apply the texture material giving the object your desired shading. The object will render the material with a shader. The object now has the qualities of the material and 3D model as one object in the scene.
For example here is a scene of a golf green. I have a 3D .obj file of the green which I select in the scene and then drag and drop my 2D material asset onto, which is a .1001.png file mapping the texture to the 3D surface. See link for image of the scene in my unity3d editor.
Image 1:
Unity3D object in assets. Dragged haddock.obj to get that 3D model.
Image 2: Unity3D materials in assets. Dragged haddock.1001.png onto the orange outlined model to give it that shade.
Normally models doesnt includes the textures, so you will have to import them separately into Unity and add them to the material on your model.
There might be a way to get a extra file when you export to fbx that will specify what shader and texture the materials should have when imported but i cant remember how to do that.