i'm applying a shader on a plane, it helps me cast shadow on a transparent planes (it makes the plane to be transparent as well).
the problem is that it is working in the scene mode and in the game mode as well when i am playing.
when i make a standalone version of it the effect is gone.
i set Edit -> Project Settings -> Graphics to include the shader.
and i also placed the shader in the resources folder.
what am i missing?
thanks!
link to the shader
SOLVED!
problem was that this shader requires a GPU and the laptop i used doesn't have.
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.
I have made my game and I am currently testing it. I have discovered that the textures in the WebGL build are blurry and it obviously does not look good
Here's a comparison:
Editor Image
WebGL Image
I have tried changing the setting of the sprites but it does not change anything (that I can notice and would solve my problem).
Here is a list of a few solutions that could help
Disable mipmapping on your textures
Change the texture quality of your project for WebGL, which should be under Edit > Player Settings > Quality. I believe it defaults to Very Low
Change the filter mode of the texture to Point
How large is the current texture you are using?
Edit
I figured out a tempoary fix for my initial question "how to disable this weird fog": Disable the fog in the lighting pannel (genius, right ?)
However, since I might need fog later, and it does not behave as I would expect, I still need to fix this issue.
Note: This only happens with exponential fog modes, not with linear.
I'm having issues with unity's universal render pipeline: A light grey fog, whose strength depends on the camera heading (see video)
(see how the plane geometry affects the fog)
The steps to reproduce are very simple (or just download the project here):
Create a universal render pipeline project
Delete the "example assets" from the scene
Create a floor with a quad (create quad, rotate, scale)
Create a new material
Shader: URP / unlit
Base map: black
That's it.
Rotate around, see how the "unlit" plane is actually affected by a fog whose strength depends on the heading of the camera
Rotating the quad has the same effect as rotating the camera.
Rotating the directionnal light has no effect (except on the skybox)
Removing the Directionnal light has no effect (except on the skybox)
Removing the Post processing volume makes the "fog" stronger in all directions so the camera heading effect is less noticeable but still there
This happens in game mode as well as in the editor
Getting close to the ground makes the fog lighter
the camera position has an impact as well (this is more visible when testing with a plane rather than a quad)
system info:
tested on unity versions: 2019.4.18f1, 2019.4.20f1 (LTS), 2020.2.1f1
Windows 10 Home 19042.804
Is it possible this is a bug in the URP/unlit shader ?
Thanks for any help!
I have:
Unity
High Definition Render Pipeline (HDRP)
Single pass rendering (no ability to change)
VR Headset
Part of objects displayed only in one eye.
Investigation show that the reason of this -- non-compatible shaders for such environment. For particle system I have resolved such problem with own shader created using ShaderGraph (below is solution)
But My problem of this question is:
I have no idea how to write correct shader for TextMeshPro Text.
Can anybody help with this?
THIS FIX WORKS FOR PARTICLE SYSTEM one eye issue: Shadergraph shader (works well with transparency, Color over lifetime, etc)
Before I have real-time lighting because of the performance issue, I decided to do light baking for my 3d game.
So I have mark 3d environment as static because it remains on screen always without movement.
Also changed direction light mode to Mixed because I have few moving game objects too.
But after the baking process gets completed, I got this kind of output:
In above, you can see in the above image what happened with my environment after baking and I have also included light settings if you need it.
You have to enable lightmap UVs in your 3d imported model file.
I got this reply from one Unity forum member so exact wording, I am posting here: