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 😊❤🌹🌹🌹😊😊😊😊
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 👍
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.
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.
@@gamedev5845 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 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.
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.
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
TIP: For people like me who are following the tutorial step by step and Tree Leaves vanish after saving the project - Before wandering like a sea captain who just lost his ship - the author gives a solution here: czcams.com/video/HqaQJfuK_u8/video.html I found that later >.< I resolved it by deleting and re-importing the tree_branches material, then doing the same steps and BEFORE saving, I closed the project and re-opened it. And the issue was resolved.
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
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!
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 !
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 CZcams
Thanks
Привет из Беларуси!
Translation:
Hello from Belarus!
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..
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...
"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 - liked and subbed
Wow@ *Jayanam* 😍 ... Thanks and welcome to the channel..
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.
Your Content is much better explanation than 90% of Unity tutorial on CZcams. 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!
This was one of the best tutorials. Not too fast and too slow and all details included.
Glad it was helpful!
Что бы ты не искал, всегда найдется индус, который расскажет тебе как это сделать. Респект)
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 !
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.
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!
one of the very best tutorials. fast - and straight forward. thanks a lot!
You're welcome.
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 for clear explanation and tutorial. Special thanks for clear benchmarking for the scene!
Easy to follow and straight to the point. Awesome tutorial!
Thanks
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...
👍👍👍, Simple and effective, the way you explain is next level.
Thanks a lot 😊
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.
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, this was really helpful. Thx a lot! Keep up the good work buddy.
You're welcome!
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
Thank all of you :D
man im having so much fun using hdrp thanks for your vids
Very great explanation, organization, and video. I've used this as a reference countless times throughout my project
Glad it was helpful!
good introduction and demo for UPR system
Thank you for the tutorial, you answered a lot of the issues I was having.
You're welcome!
Thanks a lot, great video, I am converting my projects to URP. Thanks and good luck.
Great..
Nice content dude! Love your explanations that are really brief and to the point!
Thanks a lot.
Man you are the best! God bless you.
You're very welcome!
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.
Exactly what i needed, thanks!
Glad to hear!
Thanks a lot! You always help, keep doing the great work, subscribed!
Thanks for the sub!
Good explanation. Nice and simple, and answered my questions.
Glad it was helpful!
"And voila! Our tree branches are gone!" 😂😂😂😂😂😂😂😂
Best tutorial on this. Thank you!
You're very welcome!
Nice info content, thanks for sharing
Wow
It divides the amount of tri's by 10.. damn
Yes it is best and good explanation! Thank you very much for you work friend! And I really like your english )))
You are welcome!
Nicely expllllained, GgggGamer...
Wow, really thorough! Thanks! You should do a Toon Shader (a la Zelda: BOTW) tutorial. I think you'd explain that very well.
Thank you for another great lesson!
Very good tutorial. Thanks so much!
You're very welcome!
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.
This was very useful. Thank you.
You're welcome!
More URP tutorials please....
Sure
URP can be enabled under Player Settings/Graphics/Scriptable Render Pipeline Settings.
If it is not there, add Universal RP in your packages menu.
Imazing video!!! Thanx
You're welcome.
Excellent work. Thank you.
welcome
Good video
You should make more videos. I would i love to see those
Sure
Great video, thanks!
You're welcome!
thank you so much
Welcome 😊
thank you for the video :D
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)/
@@gamedev5845 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
Very good video, thanks friend
Thank you! Cheers!
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.
Was so good tutorial, thanks!
You're welcome!
Wow! savage tutorial! Thanks
awesome tutorial my dude! hella helpful!
Glad to hear it!
Awesome tutorial thanks man!
Glad you liked it!
very helpful, thank you.
Nice, super useful, thank you!
You're welcome!
superb video
Any chance you could make a tutorial on creating URP shaders for a unity project? That would be awesome!
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?
I used build-in because i want point light with shadows.
7 months later, so do I.
Thank you so much!
You're welcome!
Thank you for the useful tutorial
Welcome 😊
Great tutorial. Subbed!
Thanks for the sub!
Great video! Thank you!
You are welcome!
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!
Thank you very much
You are welcome
Very good tutorial! earn a new sub.
Welcome!
I have no idea what it is.. But im still watching.
can you make tutorial for tree wind setting in URP?
If you guys have imported meshes from say blender and they have materials you can just reimport the asset and it should automatically fix the issue
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.
Thank you.. you saved my assets :)
You are welcome!
really good video thank you!!
You're welcome!
How do you get the scene in 1:42? I have downloaded it, but cannot find the scene?
Oh, I really like this so nice.
Thank you! Cheers!
Gods bless you, subscribed :))
Sir i can't the camera in both urp and hdrp. Wheel colliders are also not visible. Pls tell me a solution for this.
Amazing! Thank you!
Thank you too!
Thanks so much :)
You're welcome!
Can u make video on code less IAP plz i need in for my next game
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.
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.
More URP tutorials please!
TIP: For people like me who are following the tutorial step by step and Tree Leaves vanish after saving the project - Before wandering like a sea captain who just lost his ship - the author gives a solution here: czcams.com/video/HqaQJfuK_u8/video.html
I found that later >.<
I resolved it by deleting and re-importing the tree_branches material, then doing the same steps and BEFORE saving, I closed the project and re-opened it. And the issue was resolved.
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
Very nice
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!
Sir I like your video;wspecially that terrain one and I wanted to ask how can we reduce metallic lusture??
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 !