I just made a new project, downloaded the asset from the Package Manager and imported it and everything went fine.
The CFXR_PASSES.cginc file does exist and has been properly imported.
Please try to delete the assets, delete the local unitypackage file so that the Package Manager can redownload it, and try again.
In case of shader compilation errors, you can also try to reimport the shaders (right-click on the folder and then “Reimport”), sometimes Unity doesn’t correctly find the included files for some reason, but at a second try it works.
This is the expected behavior, because lit effects only work with 3D lights, so lighting from a URP 2D renderer will be ignored (as it works entirely differently and wouldn’t give the same results visually).
I tried to make Unlit variants most of the time for cases like this, but it looks like this particular example doesn’t have any. I’ll take a look at adding that in a future update.
Hey Jean,
Thanks for the product, it’s working really great. However, I’m having problems with the shaders using addressables. I use the prefabs that are built-in in your package (remaster) and they work ok when loading a scene directly but they don’t work when the prefab is loaded through addressables. There is no error in the console, and everything looks ok but particles are just transparent so nothing gets seen. Do you have a tip or know what I’m talking about? We are using URP and Unity 2022.3.12f
I’ve had multiple reports about addressables causing issue, and I made the cfxrshader file format to solve that initially. Users did report that it was working fine after that, so I’m not sure what could be happening here (make sure you are using the latest version of the package(s)).
I’ve also had reports that clearing the addressables build cache could solve the issue, so you can try that.
If it still doesn’t work, the only advice I can give is to include the shaders in the main build directly, and not in addressables, and only put effects (prefabs, materials, textures…) in those.
It could also be worth sending a bug report to Unity, as the fact that it’s not working without any kind of error/warning shouldn’t be a “normal” behavior in my opinion (and something is definitely not working properly somewhere).
EDIT: forgot to add, you can also select the shader file in your Project view, and in its Inspector you’ll have an option to force either the built-in or URP render pipeline (rather than relying on auto-detection). Possibly this could help too, I suspect that when building addressables, sometimes Unity doesn’t give the same render pipeline information and thus the shaders are compiled for the wrong one.