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Resolved Material does not show up, when shader code contains UsePass commands

Discussion in 'Universal Render Pipeline' started by tomekkie2, Jul 17, 2021.

  1. tomekkie2

    tomekkie2

    Joined:
    Jul 6, 2012
    Posts:
    949
    I have a strange URP problem.
    Everything works well in Editor and in WebGL only.
    If the shader contains UsePass commands on Android and standalone - the material doesn't show up at all, i.e. the mesh doesn't get rendered.
    I had just to replace all the occurrences of UsePass, like:
    UsePass "Universal Render Pipeline/Complex Lit/SHADOWCASTER"

    with the actual pass code.
    That happens in Unity 2020.2.2 and also in 2021.1.3
     
    Last edited: Jul 17, 2021
  2. night533

    night533

    Joined:
    Jan 15, 2015
    Posts:
    7
    Hi, could you share how did you solve this problem? Thanks
     
  3. tomekkie2

    tomekkie2

    Joined:
    Jul 6, 2012
    Posts:
    949
    Exactly like in the post above.
    By giving up the usage of UsePass and pasting the actual pass code.
     
  4. aleksandrk

    aleksandrk

    Unity Technologies

    Joined:
    Jul 3, 2017
    Posts:
    2,864
    tomekkie2 likes this.
  5. tomekkie2

    tomekkie2

    Joined:
    Jul 6, 2012
    Posts:
    949
  6. night533

    night533

    Joined:
    Jan 15, 2015
    Posts:
    7
  7. aleksandrk

    aleksandrk

    Unity Technologies

    Joined:
    Jul 3, 2017
    Posts:
    2,864
    It looks like .22f1 is the latest available, so it should be in the next release.
    I cannot say if this is the same issue, though, but it's quite likely :)
     
  8. night533

    night533

    Joined:
    Jan 15, 2015
    Posts:
    7
    No problem, thanks!