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is URP Support Possible?

A topic by G.P. created Mar 04, 2022 Views: 315 Replies: 8
Viewing posts 1 to 6

I'm loving tinkering around with this tool! It's very cool and easy and fits my really specific needs for doing really chunky level design.

I was wondering though, since I'm doing a bunch of custom shader work in shadergraph lately, is it possible to adapt the bloxels material to work with the universal rendering pipeline? Or even make custom materials?

I could probably do it myself but I'm not sure what I need to know. Is it a matter if matching the inputs?

Thanks!

Developer (2 edits)

Thanks for using bloed! URP should be supported by just changing the materials - I think there is even a tool for that provided by URP that automatically switches the shader. To be extra sure I will do some tests with URP in a few days.

EDIT: To be clear, the most basic bloxel material consists of the standard shader with the texture atlas as main texture.

Oh, of course! I'm a dummy who...converted the material but didn't think to point the Base Map at the texture atlas.

Developer

Ha, okay. :-) I will definitely should test URP support more though, there might be problems I'm not aware of right now.

Just a heads-up that the internal materials don't convert automatically either! Actually I have some other support questions, is it OK to post here or would you prefer an e-mail?

Developer

Yeah, I already did some tests and noticed the same problem with the internal materials. I will try to improve the situation and remove the shader for the 3D cursor too, but I will probably need a few days, sorry. (Too many other projects...)

Just write your questions where you feel the most comfortable!

Alright! And no worries, this isn't urgent and I know you've got your hands full with other things.

Developer

With version 1.0 bloed has official support for URP, though the example Bloxel material still has to be updated by hand (as you can change it as you wish).

Fantastic, thanks!