I'm developing a VR project using Universal Render Pipeline.
I'm using the Renderer Feature to use the screen space outline in my project.
It works good on pc, but not works on mobile(android). Also, other custom renderer features won't work.
Tested on unity 2019.3.7f1 and Universal RP 7.1.8, 7.4.1.
Is there a way to make the renderer feature work on mobile?
Make sure you have changed all "Opaque Texture" fields to true state in all your UniversalRP assets. Worked for me.
Related
I want to add light2d to my project, but it's a decision I made after months I started the project, so then I added the urp package.
But something strange happended: my skybox disappeared. I mean, it can't display neither in my scene view nor game view, it seems it's totally transparented instead of a material error.
I have checked my lighting settings and camera settings, but there's no problem.
I tried to restart Unity editor, but it can't solve the problem.
Sorry for poor English, hoping you can read this.
If you use a "URP Asset (with 2D Renderer)", it wont use the Skybox material set in Lightning -> Environment.
Its probably by design i guess (2D dont need a "box", instead a rect will suffice).
Use the other Asset (with Universal Renderer) or set your "Skybox" as Sprite material in the scene.
Everything is perfect in editor. bloomămothionblur.. but when i built project into webgl and play in chrome no bloom effect at all.
i'm using Built-in render pipeline and linear color space . even manual setting graphic apis to webgl 2.0 but no luck.
please help me with that.
here is the setting
player setting
quality setting
effect in editor
effect in chrome
Seems like you need to enable HDR for your quality level as it is described here.
I've been working on a project that uses the universal render pipeline and the new Light2D for some scenes. I load the lights in via scripts on awake. For some reason, everything looks fine in the editor but when I make builds of the game, none of the lighting effects display and the project looks just like it did before I switched to the URP. I'm using Unity 2019.4.10f1.
Any ideas on if there is a setting I need to enable for the lights to work with the build or if this is a Unity bug or just not supported yet?
Thanks!
I just tried to create a Smoke and Fire particle system in Unity version 2019.1.14f1. I installed ShaderGraph and followed a Tutorial by Brackeys. I couldn't go far because I didn't have HDRP on the project. It was simply a 3D project. I used this website to figure out how to change to HDRP. I did so, but it won't render the project. It says "Platform WebGL with device Open GLES3 is not supported, no rendering will occur". I then tried to switch back to the normal rendering system. Now it won't let me share my WebGl game. I don't know for sure that these two problem are connected, but seems like it. I don't know if that is a problem with my computer, but I have added the specs below. How do I switch my current rendering system to HDRP, so I can create a nice Fire/Smoke Particle System?
WebGL is based on OpenGL ES and unfortunately, HDRP doesnt support OpenGL ES devices so there is no way to run it on WebGL.
However, URP (Universal Render Pipeline) would be much better way for WebGL.
And yes, URP supports Shader Graph.
Here is URP page: https://unity.com/srp/universal-render-pipeline
The material added to the UI Panel is working in the editor window but not working in android build. How to fix this?
Editor Screenshot
Android screenshot
Note:
I have tried adding a shader to "always Included shader" list in the project setting menu. still not fixed.
I'm not altering the shader/material in the code.
This is worked fine in a previous unity version. (my unity version is 2018.3.11f1)
The same material works fine in other game objects (like a cube, etc,.), but not works with any other UI (like buttons, canvas, etc.,)
you should check your shader.
i think you have another shader change the Render Queue.
Add ZTest Off in your shader.It might work