I have assigned the URP shader to all my Spine materials, but still, when I initiate the Render Pipeline Converter, it flags one of the materials as non-URP? Is it intentional? Please see the screenshot attached.
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Ned
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3 months ago
- Ned
- Posts: 5
Harald
Unfortunately Unity's
So you can safely ignore the false-positive spine-unity related list entries, clicking the
Render Pipeline Converter
seems to be using a fixed list of URP shaders, even when creating a copy of the "Universal Render Pipeline/Simple Lit"
shader and changing only the shaders name identifier to Universal Render Pipeline/Simple Lit Copy
, it is listed as a built-in shader to be upgraded.So you can safely ignore the false-positive spine-unity related list entries, clicking the
Convert Assets
button should do nothing at these materials other than listing a an error icon with the error message "The selected asset was not upgraded. [..]". 3 months ago
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Harald - Posts: 4459
Ned
Oh, I see. So my question is - which shader should be picked to utilize the URP features of Unity if I am not using 2D lights or 2D URP? Should I set my Spine materials to URP > Spine > Skeleton or URP > Spine > Sprite?Harald wrote:Unfortunately Unity'sRender Pipeline Converter
seems to be using a fixed list of URP shaders, even when creating a copy of the"Universal Render Pipeline/Simple Lit"
shader and changing only the shaders name identifier toUniversal Render Pipeline/Simple Lit Copy
, it is listed as a built-in shader to be upgraded.
So you can safely ignore the false-positive spine-unity related list entries, clicking theConvert Assets
button should do nothing at these materials other than listing a an error icon with the error message "The selected asset was not upgraded. [..]".
I have also noticed that on setting them to URP > Spine > Sprite and choosing the lighting mode as "Unlit", it changes the shader to Spine > Sprite > Unlit. Is that normal? Does it mean I should use the normal Unlitshader with URP? Or should I manually change it to URP > Unlit?
3 months ago
- Ned
- Posts: 5
Harald
Whatever you prefer.Ned wrote:Should I set my Spine materials to URP > Spine > Skeleton or URP > Spine > Sprite?
URP/Spine/Skeleton
is a simpler unlit URP shader, while URP/Spine/Sprite
is a more feature-heavy lit URP shader.TheNed wrote:I have also noticed that on setting them to URP > Spine > Sprite and choosing the lighting mode as "Unlit", it changes the shader to Spine > Sprite > Unlit. Is that normal? Does it mean I should use the normal Unlitshader with URP? Or should I manually change it to URP > Unlit?
Lighting Mode
property of the Sprite shaders always changes the shader. If you change it from Lit Universal
to Lit Universal2D
it will switch to the URP 2D renderer compatible Sprite shader variant, Unlit
, Vertex-Lit
and Pixel-Lit
modes are the standard pipeline variants. While the standard pipeline URP/Sprite/Unlit
shader seems to display correctly with Universal Render Pipeline, it is not recommended to use non-URP Spine shaders with it. 3 months ago
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Harald - Posts: 4459
Ned
But changing the lighting mode of URP > Spine > Sprite to "Unlit" makes it URP > Sprite > Unlit. So I don't understand why it's not recommended.
Or do you mean using URP > Spine > Skeleton is best with non-lit URP?
Or do you mean using URP > Spine > Skeleton is best with non-lit URP?
3 months ago
- Ned
- Posts: 5
Harald
Please read the shader name more carefully again. It's notNed wrote:it changes the shader to Spine > Sprite > Unlit.
[..]
But changing the lighting mode of URP > Spine > Sprite to "Unlit" makes it URP > Sprite > Unlit. So I don't understand why it's not recommended.
URP/Sprite/Unlit
but Spine/Sprite/Unlit
. You got it right the first time. You can use standard-pipeline unlit shaders if you really want, but note that some URP features might not be utilized, and be sure to test it thoroughly on all target devices to be sure. 3 months ago
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Harald - Posts: 4459
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