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Gray tint on objects when using LWRP
Hi there!
I started making a game in the default setup of unity and was very happy with the look, but then i was told to use Lightweight Render Pipeline if i wanted to be able to play it on my phone.
So i switched, but now the good lighting is gone and i get a ugly grey tint on everything... Is there a way to use LWRP and still get the same light?
The picture on the left is the new ugly one and the one on the right is the one i like.
Thanks in advance!
/John
Answer by dweikatl · Sep 11, 2020 at 12:14 AM
Hi @astolbon ! I'm not sure if you're still looking for the answer or not. The shader in the demo calculates the gradient magnitude in the function sobel(). now this can have a small value, and not zero. You can set "s" to 1 if the power of the output of the sobel filter is within a range that you choose. Alternatively, you can edit the "50" value in the power and see if it helps.
float s = pow(1 - saturate(sobel(input.uv)), _Power);
if(s>_Threshold){
s=1;
} else{
s=0;
}
,Hi! I'm not sure if you're still looking for the answer or not. The shader in the demo calculates the gradient magnitude in the function sobel(). now this can have a small value, and not zero. You can set "s" to 1 if the power of the output of the sobel filter is within a range that you choose. Alternatively, you can edit the "50" value in the power and see if it helps.
float s = pow(1 - saturate(sobel(input.uv)), _Power);
if(s>_Threshold){
s=1;
} else{
s=0;
}
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