Universal Render Pipeline Not Working At All - unity3d

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?

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.

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

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.

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.

Importing blender textured objects into unity

I am able to get this particular textured model from a 360 camera in blender. Blender Image
However, how do i get this .obj model into unity? I am only able to get the shaded version of it, not the textured version. Unity Image
When you export the .obj you should have a .mtl which contains the material data and texture mapping. Make sure when importing into unity (and exporting from blender) the file is generated and read.
Check your blender material properties and the individual texture properties. you should try to combine all materials into a single material so that its easier to reconfigure the textures in unity.
Once imported into unity, check the material settings and check if you need to reference the texture files again, most often when importing exporting .obj, the texture path gets lost so you must re-reference it in the target software. Sometimes it is also necessary to re-assign the materials themselves.
Also check your rendering options in unity, you may just be seeing it untextured in the unity viewport. (on the top left corner it says shaded, try changing it to textured or some other option)
You may as well try to use other mutually supported file types, like .3DS which do not use a separate material file, or check for blender add-ons that can export with all necessary settings for Unity.
Finally, your model is way too complex, it is raw data from a 3D scanner or ripper, I suggest you remake it so that you have manual control over each face and texture. (or at least for practice of doing the export-import operation).
More details like pictures of your material settings of both blender and unity would help in assisting you further.

Unity materials appear broken

I've recently imported a Unity project that references .fbx file.
When I imported the project (which was created by another user) all surfaces are pink.
Having looked at all the materials the following is observed
All the materials in the top level materials are present but are shades of grey not as the material should appear
At specific assest level (assets->material_name->material) there are no materials
All textures are present
All objects have a material associated with them which are all from the grey materials.
I can force change a material by selecting the surface and manually changing the material from its default to the one material which isn't grey "teleport" for all three surface materials.
There is a seemingly related error at the bottom "speedtree materials need to be regenerated". I've googled this however, the only solution was to select the prefab option in the assets list which is not an existing option in my project.
Any thoughts would be awesome.
CBusBus
This is a shader problem. Please note that shader is not the-same as material. You plug shader into a material. The circled image below shows a "Standard" Shader that is attached to a material named "CubeMat2".
The imported Object can be pink because:
1.The shader is missing in the Project.
Manually copy the shader into your project and re-attach it to your material.
2.The shader is obsolete or uses a keyword that's not available your current version of Unity.
Make sure you are using the-same version of Unity "another user" used to create the original project.
3.A simple import bugs. This happens somethings.
All you have to do is select the material, change the shader to another Shader then change it back to what it was before. For some reason, this seems to fix the issue.
4.There is an error in the shader. If there an error in the shader, Unity can't compile it and it will be pink when attached to a material. Also, if there is a shader error, you will see that in the Console tab. You will have to fix that error.