Tried the new version with cut-off and it works for transparent objects using cut off but works very odd for opaque since I am using the A channel in the albedo texture for emission and not alpha. Is there any way around this? Otherwise I’ll rethink the emission in A channel for something else.
Does it assume to use the _MainTex.A for cut-off?
Also it doesn’t account for vertex offsets which it does when not using layermask?
Yes. In the URP version, you can unselect the “Ignore Post Processing Option” in the Beautify Render Feature. Then, you can toggle on/off that same selector in Scene View to enable/disable post-processing.
I’m having a very strange issue after upgrading from beautify 2 to beautify 3. When I enable beautify in builtin pipeline, almost everything in my scene disapears when entering playmode . The frame rate drops significantly. Some transparent objects and emissive objects are still visable. When I try to downgrade back to beautify 2 it still happens even though it did not happen before.
In Urp Beautify is active in editor but has no effect in playmode, nothing disapears though…
In URP, do you mean in a build? Make sure you have the Beautify Render Feature added to the correct URP assets (check them in each quality setting in Project Settings / Quality). More details here.
The issue in the built-in pipeline might be related to super sampling or perhaps other camera effects but shouldn’t happen.
Not in a build just in playmode, it shows up in the editor. As soon as I hit play, beautify no longer works.I havent tested a build yet. I have the beautify render feature assigned to all quality settings.
I deleted my library folder for Urp that seemed to work. Indeed the problem is super sampling for the builtin pipeline, when I turn it back to 1 everything re-appears, but now I cant use it?
It should work with latest LTS versions of Unity 2020, 2021, 2022 and latest 2023 and Unity 6 beta (tested). Which Unity version/platform (Win/Mac/Linux) are you using?
I don’t see any issue with supersampling on 2022.3.24 on Windows. Can you please check with this version in an empty project? (also make sure you’re using latest Beautify 3 from Package Manager).
Fresh install in 2022.3 works fine. I think it must have something to do with updating from beautify 2 to beautify 3. My project was also originally created in an older version of unity (2019 version ithink) and I’ve recently upgraded it to 2022, so maybe the problem resides there.
I am using the latest version of Beautify with Unity 2022.3.20f1.
I have an issue where I can’t add Beautify to my camera as it isn’t listed as an option.
It does list other Beautify scripts, just not the core component. I have everything setup properly for URP (as I have in the past without issue). Any thoughts on what may be happening?
Hello,
In URP you don’t add anything to the cameras. Beautify for URP uses a render feature and works with the volume component system. Check out the setup video: https://kronnect.com/guides/beautify-urp-setup/
I have another question. I am trying to apply bloom only to a certain layer. I have my layers all setup properly and have Beautify working with a global volume. However, even when selecting include/exclude layers, it doesn’t seem to work. (Although it all works fine when just using globally).
Any ideas around what I should be addressing to move forward from here?
The objects included in the bloom layer option must be opaque (their shaders must write to depth). This option doesn’t work with transparencies or sprites.
Ah ok, that is good to know thank you. Hmm this is a tough one as I am using Beautify in 2D URP and of course, using sprites with transparency. Is there any workaround I could try and hack away at?
With Shiny SSRR 2, I’m trying to get it to work with my own shader for this scene test and Unity keeps complaining that the shader "doesn’t have a float or range property '_Metallic`. But I can see that it DOES. Can you possibly see what’s wrong about this setup?
On the Properties for the Shader and the settings on the script, it seems like they’re all saying _Metallic correctly.
Hey, I’m completely not knowledgeable about this, but it looks like you’ve got a _metallic texture and a _metallic color, but you don’t have a float or range value set up, like you do for Emission Scale and Smoothness, or Bump Scale and Secondary Bump Scale.
My apologies if I have it wrong. If I got it right, then I attribute it to fresh eyes on the problem.