Smashing tutorial mate, thanks for making it! I really like your no nonsense, straight-to-the-point approach, please keep this for all tutorials you go onto make!
I know well how to do this but I still watched it because I enjoy your tutorials and there are often some tiny but useful things that I learn even on subjects I know well.
"if anybody from unity is watchng, please fix this issue." **unity sweats and then adds a different feature from a different team and confuses everyone even more**
Days I spent trying to figure this out before I stumbled across your video. If Unity are going to push new shader standards they need to make it easier to update assets because 95% of the assets on the store aren't updated.
2:23 So THIS is why some imported assets are pink in URP mode! I was so confused, and thought I was stuck using Standard. I recommend people don't choose URP when selecting a new project type in Unity Hub. Select Standard ("3D") and import the Universal RP package. If you're trying to learn URP, start by converting a small project (such as the Fantasy Forest Demo) from Standard to URP. This route is much cleaner and easier for beginners to grasp. The URP option in Unity Hub should be called URP Sample.
@@CanalPromedio I guess it comes down to personal preference and skill level. I've always found it easier to understand a system by starting from scratch and adding one element at a time. The default URP project starts you off with a bunch of elements and settings already in place and configured for you. It's easy for someone coming from the Standard Pipeline not to even notice the 2 most important pieces: the Pipeline Asset and Forward Renderer.
Thank you very very very very very very very very very very very very very very very very very very much.... I was struggling with this for 2 days.... Thanks a lot man 😊❤🌹🌹🌹😊😊😊😊
I have downloaded and imported the scene from the package Manager. But I cant see the scene in the unity editor. How can I do that? That is not shown in this video.
So at 4:46 you set the branches to tranparent and at 5:49 you change them back to opaque. Am i missing something? Because i'm tryiung to get those shadows happen and i can't
It was once in Post Processing Stack - i saw it on Thomas Brush video, but now it's not available in Asset Store, i was wandering, where it goes? And You found it for me, how nice of You.
Great tutorial! But I have a problem with my unity scene. When ever zoom out in the scene, it all becomes whitish and fades. It looks very bad. Can u please tell me the cause of this? Something like 8:58 but it does not return to normal
Nice run through of the URP settings, quite thorough. You seem to have skipped over some of the settings relating to Local Volumes such as the blend settings which allow it to fade in as the camera approaches! and also the weightings and priorities relating to both local and global modes. Thanks 👍
can anyone explain why there is such a low tri/vert count on urp? is there some sort of geometry optimization happening? if so, what is that feature called?
I'm wondering about those shadow casters listed in your side by side comparison at 10:35 I heard that shadow casters in the built-in renderer occur for any non-static object. Does URP not do the same? I understand it has shadow casters for 2D light, but what's going on in 3D? Thanks!
It's says com.unity.render.pipline/URP/Editor/2d/Shadergraph/LightTextureNode.cs/ the Type or namespace universal custom lit sub not found please help me🥺
I am using a different tree model and whenever I set my leaves surface type to opaque it turns the leaves into squares. Is there another way to cast shadows of the leaves?
About post processing, I saw you use "Volume" instead of "Post-Process Volume" mentioned in the Document ( docs.unity3d.com/Packages/com.unity.postprocessing@2.3/manual/Quick-start.html ). What is the difference? If I follow the doc and use Post-Process Volume, the effect won't work. its bugging me.
Ok So i followed up to 4:50, tree leaves are on the ground. After I assigned my terrain material to the new terrain material I created Universal Terrain Lit. Anybody know why?
3:37 If i used Alpha clipping check on with surface type to opaque (instead of Transparent) then i can get the same effect for trees and bushes. Please can you let me know that What is the difference then?
I tried to convert to URP on my existing virtual gallery and Unity keeps crashing when I try to build my project/convert materials, all my spotlights are messed up too and there is no Ambient Occlusion in the PP. Apart from that, it's good to have a fully functioning Shader Graph, but I can not work with a version that crashes ( I know there is something in my set-up causing this and I need more research to figure this out, I have back-ups of the project at various stages so I feel safe enough to experiment ( P.S. Always Back-Up and don't learn the hard way ).
can i disable postprocessing for sky because sky boxes glow more than my particle meshes ?! is there is any ways to do specificaly in URP ! also thanks so much for this awsome explanation !
Someone please help, I've had nothing but problems trying to convert from standard to URP, First I spent a few hours trying to find why I couldnt find URP in Package Manager... Unity was outdated.. now that I updated Unity and Installed URP, I can create Volumes and thats it. I am not able to see the Rendering tab @2:09 Is there something I am Missing? I've noticed this is the case with EVERY Video explaining URP or HDRP they lack a lot of useful information that is crucial for beginners.. Mainly I'm stuck at 2:09 I have no 'Rendering' tab to click on...
Please make a tutorial of lightning using UWRP I'm making an scifi(indoor) endless runner and fps drops alot especially when i add emission lights and post processing (only bloom nothing else) weirdest thing I'm using medium setting.and yeah I'm baking light too
@@UGuruz turns out it was problem with scene i made a new scene and now it's fine 60 fps, 50 fps while using bloom it drops but better than before, which was 30 fps, I'll bake emission lights and test again, and I hope you'll make a tutorial on these topics i mentioned. Thanks for your high quality videos
Do you know how to make a conversion from your Terrain tree to URP? I´m trying but it always keep wrongly converted... and the distance billboards are horrible... D:
I would rather rebuild than convert, if you have a big game or scene that would be hard though. If you need to stay in standard RP dont use the draw trees setting and place trees individually to avoid the bill boarding i think.
@@game.developing unity can add anything if they want, but you should understand URP is made for general system which are large in number like phones ,low end pc etc and HDRP for system that can handle it like general pc to high end pc, mac etc. if unity start adding every gpu hungry features in URP than their will be no reason to have urp and hdrp with different name
I love the video. Goes straight to the point. I am still struggling to find out a reason for using URP over Standard 3D. Ive seen bugs on the URP like it wouldn't even build and I cant bother fixing the new world of bugs in each of those "uber cool" pipelines... The built in pipeline is less buggy and works as it should with many plugins... For example, if you want the oculus hands and controller avatar in Oculus you cant. You need write a new shader and that is not easy... Would be interesting to see some tests regarding FPS differences in VR.
Привет из Беларуси!
Translation:
Hello from Belarus!
Smashing tutorial mate, thanks for making it! I really like your no nonsense, straight-to-the-point approach, please keep this for all tutorials you go onto make!
Thank you so much..
True👍
Fast and to the point with demonstrated explanations in 15 minutes. You're like the most efficient tutor on UA-cam
Thanks
Your Content is much better explanation than 90% of Unity tutorial on UA-cam. Stright to the point. Thanks Man keep it up . .
I appreciate that!
It's sad only 44k people are subscribed. Nice video bro. Thanks for uploading.. Liked and subscribed.
Thanks for the sub!
I know well how to do this but I still watched it because I enjoy your tutorials and there are often some tiny but useful things that I learn even on subjects I know well.
Thank you so much..
Thank you so much. I am new and had no idea what URP is or how shaders even work. Thank you for helping me fix issues with my project.
This was one of the best tutorials. Not too fast and too slow and all details included.
Glad it was helpful!
Very good explanation - liked and subbed
Wow@ *Jayanam* 😍 ... Thanks and welcome to the channel..
"if anybody from unity is watchng, please fix this issue."
**unity sweats and then adds a different feature from a different team and confuses everyone even more**
LOL!
Very good explanation it's the very first time I hear about URP and I already know all the basics. Thanks
Glad it was helpful!
Your channel is GOLD! how I didn't find it before, you are doing a great work!
Thanks a lot.
this guy deserves millions of subscriber !
Days I spent trying to figure this out before I stumbled across your video. If Unity are going to push new shader standards they need to make it easier to update assets because 95% of the assets on the store aren't updated.
Thank you for clear explanation and tutorial. Special thanks for clear benchmarking for the scene!
one of the very best tutorials. fast - and straight forward. thanks a lot!
You're welcome.
Easy to follow and straight to the point. Awesome tutorial!
Thanks
Что бы ты не искал, всегда найдется индус, который расскажет тебе как это сделать. Респект)
Man, this was really helpful. Thx a lot! Keep up the good work buddy.
You're welcome!
Good!! I never had heard the word "pipeline" so many times...:-)
Volah
Beats the hell out of all the videos that never mention it at all...
👍👍👍, Simple and effective, the way you explain is next level.
Thanks a lot 😊
2:23 So THIS is why some imported assets are pink in URP mode! I was so confused, and thought I was stuck using Standard.
I recommend people don't choose URP when selecting a new project type in Unity Hub. Select Standard ("3D") and import the Universal RP package. If you're trying to learn URP, start by converting a small project (such as the Fantasy Forest Demo) from Standard to URP. This route is much cleaner and easier for beginners to grasp. The URP option in Unity Hub should be called URP Sample.
@@CanalPromedio I guess it comes down to personal preference and skill level. I've always found it easier to understand a system by starting from scratch and adding one element at a time. The default URP project starts you off with a bunch of elements and settings already in place and configured for you. It's easy for someone coming from the Standard Pipeline not to even notice the 2 most important pieces: the Pipeline Asset and Forward Renderer.
Very great explanation, organization, and video. I've used this as a reference countless times throughout my project
Glad it was helpful!
How do you get the scene in 1:42? I have downloaded it, but cannot find the scene?
Nice content dude! Love your explanations that are really brief and to the point!
Thanks a lot.
Thank you very very very very very very very very very very very very very very very very very very much.... I was struggling with this for 2 days.... Thanks a lot man 😊❤🌹🌹🌹😊😊😊😊
You are very welcome...
I have downloaded and imported the scene from the package Manager. But I cant see the scene in the unity editor. How can I do that? That is not shown in this video.
Thank you for the tutorial, you answered a lot of the issues I was having.
You're welcome!
Thanks a lot! You always help, keep doing the great work, subscribed!
Thanks for the sub!
good introduction and demo for UPR system
Good explanation. Nice and simple, and answered my questions.
Glad it was helpful!
Perfekt timing ! :D
Thanks very much for this video ! :)
Does this also work for smartphones?
Yes, it's works best for smartphones then built in render pipeline.
@@UGuruz Thanks ! :)
@@bezoro-personal Oh ok xD
Man you are the best! God bless you.
You're very welcome!
man im having so much fun using hdrp thanks for your vids
Thanks a lot, great video, I am converting my projects to URP. Thanks and good luck.
Great..
this is a hiden gems , thank a lot!
it's not normal to me to give feedback in youtube... but you explain everything piece by piece, awesome. i have liked your styule
Thanks
So at 4:46 you set the branches to tranparent and at 5:49 you change them back to opaque. Am i missing something? Because i'm tryiung to get those shadows happen and i can't
Thank all of you :D
URP can be enabled under Player Settings/Graphics/Scriptable Render Pipeline Settings.
If it is not there, add Universal RP in your packages menu.
Nice tutorial. Thanks.
You're welcome!
It was once in Post Processing Stack - i saw it on Thomas Brush video, but now it's not available in Asset Store, i was wandering, where it goes? And You found it for me, how nice of You.
Great tutorial! But I have a problem with my unity scene. When ever zoom out in the scene, it all becomes whitish and fades. It looks very bad. Can u please tell me the cause of this? Something like 8:58 but it does not return to normal
That is because of fog. Go to Lighting > Environment > Other settings and Uncheck Fog to disable it.
Excellent work. Thank you.
welcome
Nice run through of the URP settings, quite thorough. You seem to have skipped over some of the settings relating to Local Volumes such as the blend settings which allow it to fade in as the camera approaches! and also the weightings and priorities relating to both local and global modes. Thanks 👍
Thanks for the feedback. May be I will explain them in future videos.
the terrain you've showed in the tutorial, can i use 3d template, not URP? since I don't know the difference between the two, 3D or URP Template.
Sir i can't the camera in both urp and hdrp. Wheel colliders are also not visible. Pls tell me a solution for this.
This was very useful. Thank you.
You're welcome!
Very good tutorial. Thanks so much!
You're very welcome!
Hi, my tirs and verts do not drop like on your movie. What I'm doing wrong?
Best tutorial on this. Thank you!
You're very welcome!
can you make tutorial for tree wind setting in URP?
can anyone explain why there is such a low tri/vert count on urp? is there some sort of geometry optimization happening? if so, what is that feature called?
I'm wondering about those shadow casters listed in your side by side comparison at 10:35
I heard that shadow casters in the built-in renderer occur for any non-static object. Does URP not do the same? I understand it has shadow casters for 2D light, but what's going on in 3D?
Thanks!
Is there an easy way to add wind to the trees? Windzones don't seem to work the same way with the URP.
Nice info content, thanks for sharing
After I install the universal rp I can't find the rendering option why is that?
Good video
You should make more videos. I would i love to see those
Sure
Yes it is best and good explanation! Thank you very much for you work friend! And I really like your english )))
You are welcome!
Can I just use the demo scene and upload in vrchat world or to any platform?
Awesome tutorial thanks man!
Glad you liked it!
It's says com.unity.render.pipline/URP/Editor/2d/Shadergraph/LightTextureNode.cs/ the Type or namespace universal custom lit sub not found please help me🥺
Can I use URP terrain assets for android game development ?
I am using a different tree model and whenever I set my leaves surface type to opaque it turns the leaves into squares. Is there another way to cast shadows of the leaves?
About post processing, I saw you use "Volume" instead of "Post-Process Volume" mentioned in the Document ( docs.unity3d.com/Packages/com.unity.postprocessing@2.3/manual/Quick-start.html ). What is the difference? If I follow the doc and use Post-Process Volume, the effect won't work. its bugging me.
In HDRP and URP you create Volume and In Built In Renderer create Post Process Volume. The link above is for Built In Renderer.
@@UGuruz Oh, I understand now. Thank you!
Ok So i followed up to 4:50, tree leaves are on the ground. After I assigned my terrain material to the new terrain material I created Universal Terrain Lit. Anybody know why?
Nice, super useful, thank you!
You're welcome!
Thank you for another great lesson!
3:37 If i used Alpha clipping check on with surface type to opaque (instead of Transparent) then i can get the same effect for trees and bushes. Please can you let me know that What is the difference then?
I tried to convert to URP on my existing virtual gallery and Unity keeps crashing when I try to build my project/convert materials, all my spotlights are messed up too and there is no Ambient Occlusion in the PP. Apart from that, it's good to have a fully functioning Shader Graph, but I can not work with a version that crashes ( I know there is something in my set-up causing this and I need more research to figure this out, I have back-ups of the project at various stages so I feel safe enough to experiment ( P.S. Always Back-Up and don't learn the hard way ).
Can you enable and disable local volume with script? Like when the character is in rage or something?
I think you can. Try searching in Unity Documentation.
awesome tutorial my dude! hella helpful!
Glad to hear it!
But how the tris are low in URP while using the same model??? Any guesses? Or the renderer is really optimized that much?
I thinks its an optimization technique used in URP.
Can u make video on code less IAP plz i need in for my next game
Where is that URP asset he talks about at the end?
Found it. Different name now under settings in the root of the URP project
can i disable postprocessing for sky because sky boxes glow more than my particle meshes ?! is there is any ways to do specificaly in URP ! also thanks so much for this awsome explanation !
volumetric fog in URP? Aura is supported?
Volumetric fog is not supported in URP. Not sure about Aura.
Wow! savage tutorial! Thanks
Great tutorial. Subbed!
Thanks for the sub!
Someone please help, I've had nothing but problems trying to convert from standard to URP, First I spent a few hours trying to find why I couldnt find URP in Package Manager... Unity was outdated.. now that I updated Unity and Installed URP, I can create Volumes and thats it. I am not able to see the Rendering tab @2:09 Is there something I am Missing? I've noticed this is the case with EVERY Video explaining URP or HDRP they lack a lot of useful information that is crucial for beginners.. Mainly I'm stuck at 2:09 I have no 'Rendering' tab to click on...
Make sure you have no errors in your console window.
I used build-in because i want point light with shadows.
7 months later, so do I.
For showdo of brach tree i convert transpert to opaque it's not showing PNG file how to fix
Very good tutorial! earn a new sub.
Welcome!
Nicely expllllained, GgggGamer...
Please make a tutorial of lightning using UWRP I'm making an scifi(indoor) endless runner and fps drops alot especially when i add emission lights and post processing (only bloom nothing else) weirdest thing I'm using medium setting.and yeah I'm baking light too
Bloom is really very expensive. I wonder why the removed the "Fast Mode" option from bloom.
@@UGuruz turns out it was problem with scene i made a new scene and now it's fine 60 fps, 50 fps while using bloom it drops but better than before, which was 30 fps, I'll bake emission lights and test again, and I hope you'll make a tutorial on these topics i mentioned. Thanks for your high quality videos
Thank you for the useful tutorial
Welcome 😊
What do you have to do when you are using the water from the Standard assets? It uses its own shader i think
Do you know how to make a conversion from your Terrain tree to URP? I´m trying but it always keep wrongly converted... and the distance billboards are horrible... D:
I would rather rebuild than convert, if you have a big game or scene that would be hard though. If you need to stay in standard RP dont use the draw trees setting and place trees individually to avoid the bill boarding i think.
Any chance you could make a tutorial on creating URP shaders for a unity project? That would be awesome!
Hey mate. I did the same but after completing process trees doesn't effected by wind anymore. any opinion ?
the shaders were changed into URP shaders, that's why
Great video, thx
I'm stick to HDRP now just cause of decals. Hope there will be easy way to switch to URP later (when they add decals to URP)/
@@game.developing unity can add anything if they want, but you should understand URP is made for general system which are large in number like phones ,low end pc etc and HDRP for system that can handle it like general pc to high end pc, mac etc. if unity start adding every gpu hungry features in URP than their will be no reason to have urp and hdrp with different name
Why lighting fog doesn't work on mobile
im doing the same process in terrain but my terrain is gray .... textures is disapear ...im using unity 2019.3.14f1
please help how can i fix this ??
I need a little help . i need a dirty lens effect supported URP (Mobile Optimized) . plz can you help .
Imazing video!!! Thanx
You're welcome.
Oh, I really like this so nice.
Thank you! Cheers!
I love the video. Goes straight to the point. I am still struggling to find out a reason for using URP over Standard 3D. Ive seen bugs on the URP like it wouldn't even build and I cant bother fixing the new world of bugs in each of those "uber cool" pipelines... The built in pipeline is less buggy and works as it should with many plugins... For example, if you want the oculus hands and controller avatar in Oculus you cant. You need write a new shader and that is not easy... Would be interesting to see some tests regarding FPS differences in VR.
Great video!
Very good video, thanks friend
Thank you! Cheers!
thank you for the video :D