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[Released] Lux URP Essentials

Discussion in 'Assets and Asset Store' started by larsbertram1, Jul 18, 2019.

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Does Lux URP Essentials need a Discord Server?

Poll closed Apr 29, 2021.
  1. yes - even if there was no moderator

    4 vote(s)
    57.1%
  2. no, the forum is all we need

    3 vote(s)
    42.9%
  1. Noors84

    Noors84

    Joined:
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    Well i have a bunch of this namespace errors...Trying on a fresh urp project...

    And it works.
    So something with the project upgrade to URP went wonky.
     
    Last edited: Oct 5, 2021
  2. ViperTechnologies

    ViperTechnologies

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    Apr 28, 2017
    Posts:
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    I'm using URP 10.6.0 unity 2020.3.19f1 buuuuutttttt GLASS is always failed to compile :( i want glass
     
  3. larsbertram1

    larsbertram1

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    as there are so many different version of urp i haven't tested all of them, sorry.
    going with the major version supported by the included packages however you should not have any problems.
     
  4. Mmarcus

    Mmarcus

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    Posts:
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    Hi, we are using LuxURP/Transmission material for static ground (ice). Scene lighting is baked with Directional Light in Mixed Mode because on the ground is dynamic object on top of static object. After baking (pic1), the ground is too bright so we want to use directional light only for shadow of dynamic object. We used culling mask only for layer of dynamic object on the directional light but the ground with material is also affected. There is some problem with translucency which uses the directional light although it should be culled.

    Any solution? Thank you.
     

    Attached Files:

  5. larsbertram1

    larsbertram1

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    i have to admit i can hardly follow your explanation. so i wil try to say it in my own words:
    translucency... no, sorry, i have to give up here.
     
  6. Mmarcus

    Mmarcus

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    I try to simplify. The ground has material with transmission settings Power = 0, Strength = 1, Shadow Strength = 0.5, and the ground object is in layer "Ground" and is static. Dynamic radar disk (mesh) has Lit material and layer "test" and it is not static.

    Directional light mode is mixed. After generating lightmaps, shadows on the ground are brighter than radar disk shadow, so I try to change Culling mask on the directional light to "test" layer to affect only radar disc and his shadow (not affect ground material - the ground has only lightmaps and has no incident light on the surface). Unfortunately ground is affected by direct light too
     
  7. larsbertram1

    larsbertram1

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    i guess i will have to test this myself.
     
  8. larsbertram1

    larsbertram1

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    i made a quick test.
    white cube uses transmission and is lightmap static.
    lower grey cube is static. upper one dynamic.
    shadows look fine here.
    when i zoom out so that the baked shadow map kicks in shadows look the same except from the upper cube not catsing any shadows anymore is it is not static.

    transmission.PNG
     
  9. AirFrauD

    AirFrauD

    Joined:
    Feb 1, 2021
    Posts:
    1
    Hello There,

    I'm having some trouble with the Lux Skin shader with Unity URP, I wonder if I can get some help on this.

    Since I recently updated the Unity version to 2020.3.18f1(also the URP has been updated to the latest version), I can't receive shadows from spotlights to game objects with the Lux shaders, the Skin one in particular (I can from directional lights though).
    It was working fine before the update, now the checkbox to activate or disable shadows don't work with spotlights anymore.

    I wonder if you have any suggestions on what's happening or if others experienced a similar issue.

    Thank you in advance for your help.
     
  10. Quique-Martinez

    Quique-Martinez

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    Hi, I imported directly a material (fuzzy) into another project (same version of Unity and URP) but it is pink. What are the minimum additional things I have to add to make it work?
     
  11. larsbertram1

    larsbertram1

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    the related shader.
     
  12. OfficialHermie

    OfficialHermie

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    Posts:
    585
    Unity 2022.1.0a7.1073
    URP Version 12.0.0 - August 30, 2021
    LuxURPEssentials_URP_12 PÜreview 0b5

    I get the following errors:

    Assets\Lux URP Essentials\Demos\Scripts\CheckSettings.cs(5,29): error CS0234: The type or namespace name 'LWRP' does not exist in the namespace 'UnityEngine.Rendering' (are you missing an assembly reference?)

    Property (_MainTex) already exists. Use SetTexture instead.

    Is that something that I must resolve, or should it be resolved by @larsbertram1 ?
     
  13. larsbertram1

    larsbertram1

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    it is only an old demo script you can ignore/delete.
     
  14. OfficialHermie

    OfficialHermie

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    Can I use URP Essentials Shader Material with PolyBrush?
    If yes, can anybody tell me how?
    Thank you!
     
  15. larsbertram1

    larsbertram1

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    only the mesh terrain shader supports vertex colors.
     
  16. OfficialHermie

    OfficialHermie

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    Do you have any samples / tutorial how I can vertex paint with URP Essentials?
    I mean the actual process of painting.
    I only know of PolyBrush.

    Let say I have created a floor, and I want to use the terrain shader on it and paint 2 differen textures on it. How would I proceed?
     
  17. larsbertram1

    larsbertram1

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    unfortunately i have none. but it should be straight forward.
     
  18. OfficialHermie

    OfficialHermie

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    Can you make Lux URP Essentials Mesh Terrain shader compatible with PolyBrush?
    I could then make a material based on Lux URP Essentials mesh terrain shader, put that onto my mesh and then use PolyBrush to paint the texture onto my mesh.

    Currently PolyBrush says this:
    notpos.png
     
  19. tripknotix

    tripknotix

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    I made a tutorial for Quest 2 developers who want to get Volumetric Lights in their VR game, by using LuxURP Essentials.
     
  20. larsbertram1

    larsbertram1

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    i do not know why polybrush shows this message. anyway: if you enable vertex colors on the mesh terrain material you can just paint it.
     
  21. larsbertram1

    larsbertram1

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    nice. but these are no volumetric lights. the volumetric shaders just let you fake these.
     
  22. OfficialHermie

    OfficialHermie

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    How do I enable vertex colors on the mesh terrain material? Is there a checkbox in the Lux URP Terrain Mesh shader? I don't see any:

    shader1.jpg

    And I get the warning "
    Could not create a custom UI for the shader 'Lux URP/Terrain/Mesh Terrain'. The shader has the following: 'CustomEditor = LuxURPUniversalCustomShaderGUI'. Does the custom editor specified include its namespace? And does the class either derive from ShaderGUI or MaterialEditor?
    UnityEditor.MaterialEditor:OnInspectorGUI ()
    Substance.Editor.InspectorMaterial:DrawUnityInspectorPages ()
    Substance.Editor.InspectorMaterial:OnInspectorGUI ()
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
    "
    war1.jpg
     
    Last edited: Oct 22, 2021
  23. Gamingbir

    Gamingbir

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    Am I able to use LUX toon shaders on terrain here?
     
  24. larsbertram1

    larsbertram1

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    it is in the lower third of the inspector and shows up on your screen shot...
    which version of urp are you using? which version of lux urp essentials?
     
    OfficialHermie likes this.
  25. larsbertram1

    larsbertram1

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    i have never tested this. and i guess: no. no support for splatmaps, no basemap shader, ...
     
  26. XyrisKenn

    XyrisKenn

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    I'd like to use a semi-transparent primitive to simulate an aquarium (cylinder of water inside a cylinder of glass.
    With Lux Essentials - Glass on the outer cylinder looks great.
    - An inner cylinder with a transparent material disappears.
    - Lux water mater on the inner cylinder is invisible when viewed from above the volume.

    What might be your recommendations for materials and settings to simulate a water volume inside a glass volume?
     
  27. hippocoder

    hippocoder

    Digital Ape Moderator

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    You can safely ignore the polybrush warning if the shader supports vert colours. It's just a pointless warning.
     
  28. larsbertram1

    larsbertram1

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    the glass shader uses the camera color attachment to refract the background. this only contains opaque materials. thus the water disappears.
    complicated... right out of my head:
    1. draw refactive glass first. only backfaces.
    2. then draw refractive water volume on top.
    3. add frontside glass which must not be refractive as this would make 1. and 2. invisible.
     
    XyrisKenn likes this.
  29. OfficialHermie

    OfficialHermie

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    Thank you. I missed that. I have checked the checkbox now.
    The warning however doesn't go away.
    How would I go on from here?
    Do I need to click "Configure"? If I do, many slots pop up. I don't think that this is what I need.

    lux1.png

    I use URP 13.0.0.
    I have imported Lux URP Essentials 1.77 (Current) - released on September 17, 2021
    I use Unity 2022.1.0a12.1604
    LuxURPEssentials_URP_12 Preview 0b5

    If I click "Configure", it looks like this:
    polybrush1.png

    The problem is just the same with
    Unity 2021.1.15f1
    URP 11.0
    Lux URP Essentials 1.77
    LuxURPEssentials_URP_11
     
    Last edited: Oct 29, 2021
  30. OfficialHermie

    OfficialHermie

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    Now I know that I have to use Vertex Colors (tab #3 instead of tab #5).
     
  31. fragilecontinuum

    fragilecontinuum

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    Hi, super quick pre-purchase query: would the grass/foliage and river shaders work for or be adaptable to spherical worlds with custom terrain? Thanks :)
     
  32. larsbertram1

    larsbertram1

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    i guess you could add the needed code to the vertex shaders. tricky might be to find the right place to make wind work properly.
    water most likely will be broken tho.
     
  33. KarlKarl2000

    KarlKarl2000

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    Does Lux work on consoles? (Xbox One, Xbox Series, PS4, PS5, Switch)
     
  34. pirotrav

    pirotrav

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    May 11, 2021
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    Hello,

    Just purchased your package, lot of cool stuff in here. I got your decals working generally, but I am struggling to achieve the same result as the standard pipeline in terms of layer masking (Projector.ignoreLayers)

    Ignore layers documentation from Unity :
    https://docs.unity3d.com/ScriptReference/Projector-ignoreLayers.html

    Is there a good way to achieve the above ignore layers? I saw the script Decal had a layermask, but I think that does something different; playing with that didn't do much.

    I read through this thread some, and I did find your water demo example. What I can't figure out, is how I would apply that to hundreds of objects in a scene. Imagine an RTS game where you only want to project onto the ground / terrain and nothing else. Otherwise, you get the textures overlapping on unwanted objects like in the attached image. Also, as far as I know those objects don't even have a render queue (but maybe everything does and I haven't found it in the associated material / shader).

    Just frustrating because I implemented the projector originally in the generic render pipeline and it worked great there, migrated to URP, lost the functionality, Unity added it (but also omitted a layer mask), tried yours, and still no luck... I've probably spent 50 hours on a stupid RTS style selection circle since migrating to URP haha.

    Anyway, any help is appreciated :). Worst case you put out a ton of content in this pack for 25 bucks. I can see a tremendous amount of work went into it, so I'm still sure I'll make use of it.

    Thanks,
    Travis
     

    Attached Files:

  35. pirotrav

    pirotrav

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    https://forum.unity.com/threads/urp-decal-layers.1136515/

    Sounds like this is on the roadmap for URP decals that are now built in. Still, your libraries seem pretty robust comparatively with normal maps and specular lighting and all kinds of wizbangs, so if layer masking is supported all the better.

    Also sounds like render pipeline layers are probably the way to go as a workaround, I'm just not familiar enough with that at my current competence level. But honestly I can probably just put this feature off for two years and see if it's ready by then. But the OCD in me want's it working now.
     
  36. larsbertram1

    larsbertram1

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    i do not have any dev kit but most likely it should.
     
    KarlKarl2000 likes this.
  37. larsbertram1

    larsbertram1

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    most robust are stencils.
    next thing would be using the render queue. please note: doing so you will always be one frame behind.

    ust check out the provided demo which includes terrain only decals.
     
  38. MysleyMakers

    MysleyMakers

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    I'm getting a bunch of shader compile errors, stuff like "Couldn't open include file" and "output parameter not completely initialized". Some of the shaders and materials are just pink, which means they don't work. The terrain in Environment Demo for example, being completely pink.

    How do I fix this? I'm fine with the errors but pink materials are just unusable. I'm using URP 10.7.0 if that helps.

    EDIT: Nevermind! I fixed it by unpacking the LuxURPEssentials_10.3.2 package in the asset. I figured that it wouldn't work with my 10.7.0 URP but I stand corrected. You might wanna document a bit more to avoid this confusion. I thought it had no support for 10.7.0 but the 10.3.2 package works fine with it.
     
    Last edited: Nov 7, 2021
  39. jcupdavis

    jcupdavis

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    Trying to Color the outlines with verts or a texture, Has anyone attempted this already?
     
  40. GCatz

    GCatz

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    any plans for updating to URP 12? decals seems broken there
     
    iceb_ likes this.
  41. larsbertram1

    larsbertram1

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    decals simply work fro me in 2021.2.0f1 using URP 12.1.
    but URP 12.1. now has its own decal system.
     
  42. GCatz

    GCatz

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    it does work but I've meant there is a bug as its not sticking right to the screen while moving the camera quickly
    but ill try to work with URP's decal although I preferer your decal.. it has finer control

    also Lit Extended need LightweightFragmentPBR replaced to UniversalFragmentPBR
     
  43. larsbertram1

    larsbertram1

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    i see. in case you limit decals using the draw order decals rely on the depth buffer from the last frame... stencil based decals should be just fine.
    i think i will deprecate this shader and keep only the uber version.
     
  44. GCatz

    GCatz

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    please keep it :) it works great for my use case, its just one line to change to get it working
    URP 12 removed LightweightFragmentPBR for naming reasons

    also I've done testing of your decal vs unity's decal
    yours is more performant and more tunable for my needs

    the problem was the low draw order, so it won't project player
    it used to work on URP 11
     
    Last edited: Nov 18, 2021
  45. CoderPro

    CoderPro

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    Hi @larsbertram1
    I want to use decal feature for my racing game project. Use it as a blob shadow. Is this good for dynamic object like car moving fast ? And I want the decal project only one layer only. Can I do it with your shader ?
    Anyway, my game is for mobile platforms.
     
  46. MysleyMakers

    MysleyMakers

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    My volumetric light beams are flickering when moving the camera. Any idea how to fix this?
     
  47. brianleewilliams

    brianleewilliams

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    the versatile blend shader has stopped working for me in 2021.2.2f1 - is this a known issue, is there a fix coming?

    it was working for me in a previous version of unity. i tried making a new project with only lux essentials. it still shows up as pink.
     
  48. Anisoft

    Anisoft

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    First of all, I love the asset. Really incredible stuff.

    Is there a way to use a directional map/heightmap to influence the ggx anisotropic specular cloth / shader node?

    how do you.go about doing that?
     
  49. iceb_

    iceb_

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    Confirmed a bunch of Lux Essentials shaders broke in 2021.2, especially decal ones
     
    brianleewilliams likes this.
  50. brianleewilliams

    brianleewilliams

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    GCatz likes this.