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Unity 2020.1 Purple non-lit planet, but no shader errors in the log #10

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VanSlam8 opened this issue Aug 25, 2020 · 5 comments
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@VanSlam8
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VanSlam8 commented Aug 25, 2020

image

Have no idea what is wrong, UniversalRP installed and selected, what might be the problem? Switching between Planet and Planet 1 shaders has no difference.

@CyberPig01
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Did you find a solution?

@VanSlam8
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Author

Did you find a solution?
Nope.

@B0nsai007
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I tried it in URP and got the same problem, then moved to 3D and worked perfectly, I believe this is also what he is using, just good old 3D. I think there is a code though to make it work on HDRP and URP. If I find it I'll paste it here.

@imajdine
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imajdine commented Nov 20, 2020

He's using the Built-In Render Pipeline, so you just have to change one line of code for it to work in URP,
In the Planet.cs file, change the line meshObj.AddComponent<MeshRenderer>().sharedMaterial = new Material(Shader.Find("Standard")); with meshObj.AddComponent<MeshRenderer>().sharedMaterial = new Material(Shader.Find("Universal Render Pipeline/Lit"));

@tazzpro
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tazzpro commented Jan 25, 2023

He's using the Built-In Render Pipeline, so you just have to change one line of code for it to work in URP,

Thanks, I had a feeling this was the case but I couldn't find any documentation on what shader to find :|
Edit: Remember to actually delete the spawned parts of the planet, they will have the "Standard" shader attached and that won't update until its re-instanciated.

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