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For anyone else encountering this error, for me it resolved when disabling GPU Instancing on the materials.
Adding another image with color where it's also clearly visible[ATTACH]
Hello, not sure if what I'm reporting is an issue on my end or a more general issue with the SpeedTree8 shaders. First off I'm on URP 12.1.8 and...
Hmm what an obvious answer, totally didn't think of that haha.Since I bake occlusion maps, that just didn't cross my mind. Just will use SSAO...
Hello everyone, after doing some testing and some rather time consuming baking in blender I wanted to ask a question that has been in my mind for...
Any information on this? Maybe from the Unity-Team?
Hello, in this Post: https://forum.unity.com/threads/solved-custom-passes-for-unity-terrain.936413/ it is mentioned that custom render passes are...
Hello people, upon reading into the topic of using SRP in my project I asked myself the question if, due to the new workflow of SRP itself, it...
Just tried to simply copy the SpeedTree8 shader into a seperate folder in my project and editing it in there works out so i guess i finally found...
So this basically works out well, thanks again. Just a different Problem arises now... again o_O I would now have to add custom passes to some...
Ahh ok I didn't think of that before, that might actually solve the Problem for my case. A bit more annoying but still viable I think, thanks a...
Anyone from the Unity-Team? I would really need that feature or at least need to know anything about it, is this a known problem to the...
Thanks for the reply! Yes I use a CommandBuffer in a custom ScriptableRenderPass. I also thought of using global properties at first, the problem...
Does anyone have any information whatsoever? Maybe the Unity Team? Like am i just missing something obvious or doing it wrong or is this issue...
Anyone? Seems like a pretty important replacement shader technique is missing in URP or not working.
Any Ideas? According to this (quite old) post, this was not a problem and pretty easily done in the default render pipeline:...
Hello, in my older thread I managed to solve the problem with different ShaderPasses for different object types:...
Guess I'll start another thread on that Question since it's only remotely connected to the original one
So I now managed to get it to work that I execute the CommandBuffer multiple times while selecting a different overrideMaterialPassIndex for each...
I found the following Post, claiming that the RenderType isn't important in URP and essentially makes no difference:...