2D renderer option missing

Edit: this seems to be a bug in either Unity version 2020.2.0f1 or URP 10.2.2. It works in 2020.1.0f1 with URP 8.2.0.

You can compare what i have and what i expect here: Screenshot by Lightshot

There are several posts online about my issue, most noticeably this one:

However the various solutions here and elsewhere do not seem to work for me.
Here is what i tried:

  • I opened a URP project template with URP (10.2.2) and 2D Sprite (1.0.0) installed.

  • I created a Pipeline asset (forward renderer) and set it on the graphics tab

  • I created a New 2D Renderer Data file and attached that to the UniversalRenderPipelineAsset Renderer list in the inspector.

  • I restarted Unity.

Can i get a checklist of what setting is required to get this to show?

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im having the same issue with 2020.2.7f1 and with 2020.3.3f1 did you find any solution?

Sorry, i gave up in the end. Meant to try with 2021 but never got around to it yet.

i just cheked the codes that create the menu assets and i didnt find any that says 2d renderer shader. Maybe you have to pay for it or something. Cant find the answer anywhere.

i also tried creating a new 2d project, installing everything necessary but it wont work.

It depends on the version of Unity so it is most likely a bug. Though its strange you had the issue in 2020.2.7f1

i tested, as well, with 2020.3.3f1 LTS and nothing

I tested 2019.4.5f1 and it works. The thing is i made a 2d shader and then i imported it to my project and i get the same results if i created the shader from there as Sprite Lit Shader Graph, so maybe thats how it is now.

From my understanding, the “2d renderer” option has been replaced in both 2019 and 2020 LTS versions with:

Universal Render Pipeline → lit, unlit, sprite lit, sprite unlit graphs

here’s what you should have in 2020.3.1f1 LTS

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@TheodorGal1977 That’s also what I thought, but then the Nodes are different.
To be precise, the master node when you create a new Shader is “Vertex” and “Fragment”, when created through URP → Sprite Unlit Shader Graph. But the tutorial I’m following, which created the Shader through Shader → 2d Renderer → Sprite Unlit Graph, has the nodes “Sprite Unlit Master”.
I wonder if there’s any fix to this. :slight_smile:

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Their outdated documentation is pissing me off so much

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Did anyone find the solution to this? Same issue here
It seems tharlt indeed there was a change in the URP and the master nodes are different. Is there any tutorial to create shaders with this new arrangement?

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URP documentation for the current version of URP: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/manual/ShaderGraph.html

The answer is to use ShaderGraph → URP → Sprite Lit/Unlit Shader Graph

I’m also unable to find this. As aryan pointed out, URP ->Sprite Unlit Shader Graph is NOT the same as 2D Renderer. Any update on this?

any find any solutions on this cause I am stucccccckkkk!

Now 2D Renderer is ShaderGraph → URP → Sprite Lit/Unlit Shader Graph

That doesn’t work either. Am currently following a Brackey’s tutorial assigned to us for class and the 2D Renderer option is available to him (tutorial from 2 years ago) and has a Sprite Master node. It is unavailable to me on the latest version however. The Sprite unlit (the one I’m using) has a Fragment node connecting to a vertices node. As a result, I have followed the tutorial to a T and it is still not displaying anything on my sprite (which it turned into the entire sprite sheet). It is mad frustrating. See attached screenshots for what I mean. My assignment is due in 2 days so this has been a fun time lol8168036--1062845--Nodes.JPG 8168036--1062848--Nodes continued.JPG 8168036--1062851--Tutorial.JPG

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Set the alpha for the Fragment node using Split node as an intermediary (“rgba” from Combine to “r, g, b, a” through Split → “a” from Split to “a” of “Fragment”)

So apparently what I found is that you go to Window, Rendering and then Render Pipeline Converter so that it converts the materials to 2D. I had to search quite a bit so it’s really annoying how Unity doesn’t have all its things in place.

i think it’s Project Setting > Graphic maybe