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Hello! :) We have a PR in flight to fix this issue here: https://github.com/Unity-Technologies/Graphics/pull/2147
You can use Version Defines in your Assembly Definition File to setup defines for your assembly that gets turned on/off based on the version and...
Ah okay, it's just that your Package Manager screenshot is showing 3 different versions. This one:...
This information from the HDRP forum is also highly relevant to URP: Hi, It appear to us that we haven't communicate about the new "-preview"...
There is no URP 14, they are both URP 10. I verified that those versions work together before replying to you, so it sounds like something is...
Try checking out 10.0.0-preview.14. That should work with a18 :)
Unfortunately, it's currently not possible for us to make this overrideable without heavily impacting performance. For now, the only solution is...
That sounds like it might be a bug. Can you report a bug on this? :)
Sorry, I believe it's the option at "Project Settings > Player > Other Settings > Rendering > Frame Timing Stats". Glad to hear that you got it...
Which version of URP are you using? Latest 7.x version of URP should support camera stacking with the 2D renderer.
You can use Version Defines in an Assembly Definition File to query this:...
I know it's not quite the same, but would it work for your case to setup post processing volumes for e.g. indoor/outdoor with different color...
Sounds like it might be a bug. Can you open an issue? :)
This seems more like a Shader Graph issue. Can you try asking in that forum? :) https://forum.unity.com/forums/shader-graph.346/
It's on our roadmap to implement a debug window like the one HDRP uses:...
Glad to hear that you found the cause :) Many thanks for the bug report!
The currently latest URP version in the Graphics repository requires at least 2020.2a17. Which version are you on?
The profiler should work with URP. Have you made sure to do the following for your project? Disable graphics jobs Run in playmode or standalone...
Yep, that is correct. We've removed it from the UI when using URP and HDRP, but we cannot remove it from the scripting API as it might be used by...
When using URP, the "Receive Shadows" option is not available on renderers, and must instead be set via the Material.