Missing Render Feature "Full Screen Pass Render Feature" in any “Universal Renderer Data” asset when upgrading from 2022.3 - Jan 10, 2025 Reproduction steps: 1. Open the attached “BugReport-RenderFeature-Depth UE6.zip” project 2. Select the “Ass...
[URP] "The currently selected Renderer is missing" warning when opening RendererFeatures sample scenes Package: Scriptable Render Pipeline Universal - Aug 26, 2021 Reproduction steps: 1. Create new URP Template project 2. In Package Manager window, select "Universal RP" ...
解决了unsafe Code问题,但是还有CustomForwardRendererData is missing RendererFeatures报错。
Fixed an issue where the Camera Override on the Render Object Feature would not work with many Render Features in a row.case 1205185 Fixed UI clipping issue in Forward Renderer inspector.case 1211954 Fixed a Null ref when trying to remove a missing Renderer Feature from the Forward Renderer.cas...
Fixed an issue where the Camera Override on the Render Object Feature would not work with many Render Features in a row. case 1205185 Fixed UI clipping issue in Forward Renderer inspector. case 1211954 Fixed a Null ref when trying to remove a missing Renderer Feature from t...
Number of swapchain buffersSet this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negativ...
If masking, clipping and other “fancy” features are unneeded for an application targeted at low-end devices, it is possible to create a custom shader that omits the unused operations, such as this minimal UI shader: Shader "UI/Fast-Default" { Properties { [PerRendererData] _MainTex ...
To convert the Intensity value of Directional Lights from the Built-in Render Pipeline to URP, use the following formula: URP Directional Light Intensity = (Built-in Renderer Pipeline Directional Light Intensity)^2.2. For example, a value of 7.5 in the Built-in Render Pipeline is equivalent to...
Gizmos (Transform origin, Renderer bounds, Collider area, etc.) All parts are integrated together (e.g. REPL console can access inspected object, inspector can focus objects on GameObject list, etc.) Right click on most objects to bring up a context menu with more options and many other… ...
Number of swapchain buffersSet this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negativ...