Ned

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.

Screenshot 2022-10-11 142217.png
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Ned
  • Posts: 5

Harald

Unfortunately Unity's 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. [..]".
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Harald

Harri
  • Posts: 4459

Ned

Harald wrote:Unfortunately Unity's 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. [..]".
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?

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?
Ned
  • Posts: 5

Harald

Ned wrote:Should I set my Spine materials to URP > Spine > Skeleton or URP > Spine > Sprite?
Whatever you prefer. URP/Spine/Skeleton is a simpler unlit URP shader, while URP/Spine/Sprite is a more feature-heavy lit URP shader.
Ned 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?
The 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.
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Harald

Harri
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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?
Ned
  • Posts: 5

Harald

Ned 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.
Please read the shader name more carefully again. It's not 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.
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Harald

Harri
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