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Question (URP) Terrain Demo Scene - using any preset other than "High Fidelity" = water render issue

Discussion in 'World Building' started by kierenj, Aug 19, 2022.

  1. kierenj

    kierenj

    Joined:
    Jul 7, 2013
    Posts:
    13
    I'm just looking to find the cause of this, so I can build an appropriate preset that does not have this issue.

    High Fidelity preset:

    upload_2022-8-19_11-54-38.png

    Any other preset (e.g. Balanced):

    upload_2022-8-19_11-55-19.png

    In the second screenshot, I've rotated the camera to look down - that horizon and those hills are static in screen location. It's as if it's rendering the water over a statically-captured image at the time of preset change, rather than rendering the floor of the lake each frame. There's a "ghost" of an image at the time of preset switch, so *something* stops rendering that the water shader needs.

    What I've tried

    - Looking through all camera settings for differences
    - Looking through all preset settings in Player Settings for differences
    - Looking at the Universal Renderer Assets for differences
    - Looking at the Universal Renderer Asset Data assets for differences
    - Looking through the WaterDepthBased shader

    Basically, I'm trying to find the setting or settings that cause the water to "not work".

    Could anyone advise with any kind of pointers? I just can't track it down!
     
  2. kierenj

    kierenj

    Joined:
    Jul 7, 2013
    Posts:
    13
    Fixed: problem occurred because the lower presets had Opaque Texture switched off.

    If the scene starts with it off, no problem (maybe the _CameraOpaqueTexture is initialised blank).

    If it's *turned* off, the opaque texture persists with its last content.
     
    iamshanGD likes this.