Straight and to the point. Thank you Michael! Might I ask how you did the red texture shown at the beginning? That appears to have some sort of spritesheet animation to go along with it.
Open your Project in Unity, and go to Edit > Render Pipeline > Universal Render Pipeline. According to your needs, select either Upgrade Project Materials to URP Materials or Upgrade Selected Materials to URP Materials.
Great tutorial! Just 1 question, in the video, your texture's uv moves seamlessly, I try to make a river with this shader, but there is a seam when the texture repeat itself, I have set Texture Type: Sprite (2D and UI), Wrap Mode: repeat, Filter Mode: Bilinear. Could you please help me out, thanks in advance!
Thanks! Just one thing, I'm using this material on an object in the background of my main menu, having it scroll across the screen. For some reason, the material doesn't load in properly around the edges of the screen and takes a few extra milliseconds before it loads in correctly. Do you know how to fix this?
I don't think so. If it is not connected to the emissive channel, then it wouldn't be. It might have HDR and bloom though, which could look similar in some cases.
If you need to adjust UVs, then you probably need a 3d modeling program like blender. If you just need to apply a material with a texture, then you can right-click in your assets folder and select Create > Material. After the material is created, then you just assign the texture and drag the material onto the part of the car model you want.
The created URP shader graphs do not have the Surface Options exposed in the materials that is using it, or the Surface Options do not have any options in the inspector window comparing to other materials, what should one do? I'm trying to use the Surface Type to change the Shader to Transparent because my Arrow texture is transparent, any thoughts?
doesn't work in 2D URP for some reason, when I try to do this the texture just breaks, it gives weird lines
Same issue for me
I'll have to check it out in 2d URP.
I think it should work the same way as 3d, but I guess maybe not?
Straight and to the point. Thank you Michael! Might I ask how you did the red texture shown at the beginning? That appears to have some sort of spritesheet animation to go along with it.
It is using 1 texture sampled twice and made to scroll in opposite directions, then the samples are added together.
cool, but I need scrolling 2 textures( and sending some event, when one texture through to another), can you help, please?
1:10 i dont see that anywhere
Do you have URP installed?
@@MichaelsGameLab yes
I have the same problem, could you reply if you figure it out? That would be nice!
@@not_inuse7508 Found the rendering tab at the very bottom
Just scroll down. It’s at the very bottom
this might be a bad question but how do i fix textures being pink?
Open your Project in Unity, and go to Edit > Render Pipeline > Universal Render Pipeline. According to your needs, select either Upgrade Project Materials to URP Materials or Upgrade Selected Materials to URP Materials.
@@MichaelsGameLab ok thanks!
anyone know how to get the scroll to do like a skip effect where it skips a certain distance on the texture intstead of a smooth scroll
I would probably do it via script and set a float value that gets added to the offset of the texture in the shader.
Great tutorial! Just 1 question, in the video, your texture's uv moves seamlessly, I try to make a river with this shader, but there is a seam when the texture repeat itself, I have set Texture Type: Sprite (2D and UI), Wrap Mode: repeat, Filter Mode: Bilinear. Could you please help me out, thanks in advance!
You will need to make sure your texture is tileable/seamless.
I use Gimp to edit textures and it has a built-in tile feature.
@@MichaelsGameLab Thanks for the replay and you're right, my texture was not seamless, I found a new one, everything works out.
Thanks! Just one thing, I'm using this material on an object in the background of my main menu, having it scroll across the screen. For some reason, the material doesn't load in properly around the edges of the screen and takes a few extra milliseconds before it loads in correctly. Do you know how to fix this?
Does it happen in the final build as well? Might be an editor quirk.
Any idea how to accomplish this in Sprite 2D URP? Theres no UV output.
I will have a video coming out next week that will walk through how to do this, so stay tuned :)
Is your material emissive? I don't see anything plugged into the emissive channel. Great tutorial, will definitely be trying this out!
I don't think so. If it is not connected to the emissive channel, then it wouldn't be. It might have HDR and bloom though, which could look similar in some cases.
How can I UV and texture a car in Unity?
If you need to adjust UVs, then you probably need a 3d modeling program like blender. If you just need to apply a material with a texture, then you can right-click in your assets folder and select Create > Material. After the material is created, then you just assign the texture and drag the material onto the part of the car model you want.
@@MichaelsGameLab okay sure I used Adobe dimension can you tell me how my model looks and UV
The created URP shader graphs do not have the Surface Options exposed in the materials that is using it, or the Surface Options do not have any options in the inspector window comparing to other materials, what should one do? I'm trying to use the Surface Type to change the Shader to Transparent because my Arrow texture is transparent, any thoughts?
Make sure the material is using the URP shader.
Otherwise, maybe try updating Unity/URP.