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Update to URP? #5
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BlurryRefractions do work in URP (2019.3.0f6), but selective Bloom does not. This is because the PostProcessLayer is not working in URP. The PerObjectBloomPass, which is ScriptableRendererFeature, gets converted automatically, then you need to manually change ShaderTagId from "LightWeightForward" to "UniversalForward". |
@tomekkie Hi, can you share how to convert PerObjectBloom.cs to a ScriptableRendereFeature and change ShadeTagId from LightWeightForward to UniversalForward? My project needs URP and I'm tryint o get this to work. I'm pretty new to Unity so any help is appreciated. |
Go to the master branch https://github.com/Unity-Technologies/UniversalRenderingExamples/tree/master. It says there this is already updated to URP 10.x.x. and Unity 2020.1.0a18. |
Hi there! I was trying to convert these examples to URP as of 2019.3.0f1 but had no success. Would you, please, try to update it?
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