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Discussion in 'Universal Render Pipeline' started by Tim-C, Jul 9, 2019.
you have to write your own shader using VFACE.
Thanks, so the included Lit will not directly work for Both option
I will give it a shot, not sure how to go about it though, i hope they put up some tutorials on this
does not seem to find the VFACE in LWRP
I add float facing : VFACE; in my varying struct and get
invalid vs_4_0 output semantic 'VFACE' error
Also tried uint facing :SV_IsFrontFace; and still same
VFACE is not an output of the vertex shader...
this is how you have to declare the fragment function:
half4 LitPassFragment(VertexOutput input, half facing : VFACE) : SV_Targetthat is all you have to do. then you can access it using facing.
That worked !!!
Thank you so much
you are welcome.
omg – lwrp and urp are totally broken on older macs?
i am using macOS El Capitan (Metal 56,6 and OpenGL 12.1.0) and additional lights (spot lights) just go crazy: They randomly vanish and shadows render or do not render at all.
Is that is what universal means?
Which model of mac is it?
My old macs are dead, so I cannot add knowledge to this situation. I do remember that metal with unity on macos improved a lot via major macos version updates for some years, and had quite a few bugs or issues in earlier versions. But at the time my focus was on compute shaders, which are not relevant to LWRP/URP, so this might not matter.
Do you get exactly the same problem regardless of which graphics API you have selected?
Have you tried the same thing on a completely different machine, so know this behaviour is something to do with that mac, or could it be a broader URP issue?
Sorry for the questions, just trying to get a fuller picture.
mac book pro from mid 2014
yeah, both metal and open gl core errors compared to win 10 and dx11.
Has anybody experienced the bug of creating assetbundles with URP with latest Unity 2019.3.0b7?
Please see this bug report:
I have tested and have the same result.
If it wasn't for my 1-2 years of experience in Unity and C# and scariness of C++ and learning a new engine, I'll be there by now. I'll stick to Unity until my current project is finished, then I am gone.
Any ETA for shadowmask support?
Unite copenhagen says it's aimed for 2020.1
I was pretty shocked to learn that URP even though it says "it comes with post processing" does not actually support custom effects at all.
How long until we can write custom effects for URP post processing? What exactly is the point of post processing in URP if you cannot write custom effects and are limited by a very very small amount of them?
You're in for a lot of surprises with URP!
I believe I will be swapping to HDRP, I just need to find out if my URP shadergraphs will need a lot of work to get them working in HDRP and then I am swapping based on this
Renderpasses is kind of the way to do lite custom effect it seems.
After all you can do thing like see through frosty glasses.