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Dropshadow in URP

A topic by Draque created 17 days ago Views: 56 Replies: 7
Viewing posts 1 to 8

Is there anything special I need to do to get Dropshadow to work properly in URP? The documentation has some conflicting info about this (saying it is not quite working in one section, then that it has been fixed in an update note). When I try to use it, the shader appears to be broken both in the Editor and in fully built versions. Not sure if there's any kind of setup that I need to complete before it will act the same way it did before.

As a note, I did just bump my project to using URP due to needed shaders requiring it.

(1 edit)

Note x2: I have gone through STM and converted all existing materials to URP materials as well.

Note x3: The issue I am seeing is the exact one mentioned in documentation, with the shadow being rendered, but not the text itself.

Developer

Hey perfect timing,


I know in a previous thread you wanted to wait until the next update is out, but the one thing I have left to test is the Ultra shader in URP.


Please send me an email though my website and I'll send over that build to test!

Developer

...And the note in the documentation is about the Universal shader, not the Ultra shader! In the editor view, only the very last pass is rendered, while in the game view, it seems to work fine (in the version of Unity 6 I tried it in, anyway...)

Ahh, I see! Ok, thank you for the clarification there! And no worries, I am still good to wait. I'm on 2022.3, though depending on how things go, I might end up seeing if it's possible to bump that and move to up to 6. As always, I appreciate all the work you put into this, it continues to kick ass! ^^

Developer

It would seriously help, though! I'm sending out builds to friends to get more feedback, so with any luck this is just an advance asset release for you and would let me get on the same page with debugging... For example, I've got two versions of the Ultra shader, and I'm not sure which one I should ship. (One is meant for URP compatibility... but the other seems to work just fine in URP anyway...??) But if you're ok with waiting, I'm really hoping this will be the week...

Ah! Alright,  I would be happy to help test out the new version! I have tons of automated tests in my game already, I can let you know if anything goes awry with it at all! :3

Developer

Sure! Just send en email through my website with your invoice no., that would be a huge help!
Been researching more and more into URP and found that while the new Ultra shader renders in URP, it's not batcher-compatible... (and  I'm not sure if any other core features are missing) So I'm wondering if besides that it's acceptable, and I'm looking into how to make it batcher-compatible right now. (Something about vertex IDs, which I know don't behave correctly on android, so I might just leave it for another time... also tough while sharing code outside of URP)