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urp-screenspacecavity's Issues

Broken references when adding to a Unity project

Is there any chance you could post a sample working Unity project?

Or failing that - can you specify which Unity version and URP version is working for you? I'd at least like to recreate as close to your conditions as I can.

(this looks great by the way. thanks for releasing it!)

No errors but shader does not work

Hello everyone, i tried to work all the settings inside the package in the readme section, followed all the rules and nothing, the shader does not work.

Looking for possible errors or something missing a found a line inside the file ScreenSpaceCavity.cs line 189 here:

ConfigureClear(ClearFlag.None, Color.white);

This line appers to not be recognized by visual studio but it does not show errors on the console.

The problem is: no errors, but shader does not work, even in the demo scene...

My unity version: 2020.3.26f1

Is there a way to apply this effect AFTER the screen has been fully rendered?

I'm trying to make a game that has a 3D pixel art artstyle. It's currently downscaling the camera's render texture to get that pixelated effect however this causes issues with this shader. Because I'm downscaling after this shader has been applied, I get a bunch of undesirable pixel creeping where lines will change thickness or disappear out-right depending on the camera angle/position. The only way I can think of fixing this is by making sure this shader is only applied once the screen has been rendered and the downscaling has been done.

However, I just can't really see how I can do this. This shader won't work on any RenderEventPass after "After Rendering Transparents" and thus can't be run after the downscaling has been done. Is there a way to make it work like this?

about shaders

can you please share more shaders for objects? I didnt understand how it works properly and I cant see any shadows with toon shader.

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