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Feedback URP Deferred and custom lighting

Discussion in 'Universal Render Pipeline' started by thelebaron, May 5, 2021.

  1. thelebaron

    thelebaron

    Joined:
    Jun 2, 2013
    Posts:
    825
    With forward, its fairly easy to make some custom code that sits alongside the package, and changes the way a forward pass is lit. This doesn't really appear to be the case for deferred, as far as I can tell it stems from the StencilDeferred.shader which I don't really see any way to override its functionality, short of making a local copy of the entire universal package to make the appropriate changes.

    However I'd rather not do this, and am hoping there's a better way to do this?
     
  2. LukasCh

    LukasCh

    Unity Technologies

    Joined:
    Mar 9, 2015
    Posts:
    102
    Hey, so this difenently something we do not support fully yet. However you can override StencilDeferred.shader in you renderer with debug mode as this property is hidden by default.
    upload_2021-5-6_10-31-55.png
     
    Tete8008 and thelebaron like this.
  3. thelebaron

    thelebaron

    Joined:
    Jun 2, 2013
    Posts:
    825
    thank you, just what I was looking for!
     
    LukasCh likes this.
  4. SugarChap

    SugarChap

    Joined:
    Jan 19, 2015
    Posts:
    28
    Hi! This has been really helpful for me to crack open the inner workings and get some things working. However I've 2 questions:
    1. This works for the normally deferred lights - point, directional ect. - How do I edit the way that emissive is handled (specifically, adjust it's blending mode)
    2. What is the roadmap for making this more editable?