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Question by Igotlazy · Feb 07, 2020 at 06:57 PM · shader2d gamerenderingshadersshader programming

Scene Color Node in Shader Graph not working with Unity's 2D Renderer and URP

For some reason it outputs Grey with Unlit, and Black with Lit. What's going on here exactly? I have Opaque Texture enabled in the Render Pipeline settings.

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Answer by dr4 · Apr 10, 2020 at 10:02 AM

Scene Color uses _CameraOpaqueTexture which is not compatible with the new 2D Renderer, the last answer I got about this was months ago, they said that they are aware of the problem and will work on it at some point, but that it is not a priority so they cannot give any release date.

Edit:

I did find one of the mentions to it in the following link, I read another comment with a little more of detail on another post but because it wasn't directed to me I cannot find it I'm afraid (both around the same lines, Unity doesn't seem to consider it a priority), look for Chris_Chu answer to dr4 comment.

https://forum.unity.com/threads/experimental-2d-lights-and-shader-graph-support-in-lwrp.683623/page-8

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avatar image jeraldtapz_unity · May 02, 2020 at 07:18 PM 0
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any chance you have the link to their response saying that they're aware?

avatar image dr4 jeraldtapz_unity · May 02, 2020 at 10:15 PM 1
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sure, check my edit on the given question, I'm happy to have people pressuring them about it, removing this feature was a big hit on my project

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Answer by RicBrasil · Aug 23, 2020 at 02:26 PM

Well, the best solution I found was getting a Texture from a second camera. Depending on the case it might work for you. Remember to hide the objects that use this texture from the second camera.

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avatar image VitruvianStickFigure · Oct 22, 2021 at 03:06 PM 0
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This is what I ended up doing for water. Render Textures are where it's at for 2D effects.

To reiterate, I set everything that was water to the Water layer. I then simply childed a new camera, to my main camera; and set its culling mask to exclude water. I also set it to render to a specific rendering texture, called "Water Rendering Texture" for clarity.

That rendering texture is a parameter on my water shader, which passes it through a few filters and eventually to the output, giving me swirly underwater effects for anything that gets submerged.

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Answer by Nafis1053 · Mar 22, 2020 at 05:57 PM

In case if you haven't found the solution yet,the shader graphs u are creating must recieve lighting in order to be visible.make a 2d light(point light,global light) from the hierarchy,bring it near ur objects and it should be fine.

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Answer by DarkenedShade · Mar 27, 2020 at 12:17 AM

Mine is still grey and I tried adding a global 2D light, I would guess that if the shader is unlit you shouldn't need any lights right?

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Answer by quorumdesign · Apr 09, 2020 at 07:33 PM

Any solution to this? I've been struggling for hours trying to get it to work.

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