Hey there, having a strange issue where the default FullScreenRenderPass feature (FullScreenInvertColors, its preloaded into URP) doesnt appear on mobile but works fine in a Mac build.
I’ve replicated this issue on a empty project (created via 3D->URP template), where the effect works in engine and Mac (older model, 2015) build, but doesn’t appear on Android (LG G6) and iOS (iPhone 13).
Have not changed any Renderer asset settings before this (though I tried some afterwards with no luck), and this is an empty project with no 3rd party packages. Annoying since hoping to use other fullscreen shaders to style my game but nothing translates to build.
Check the render pipeline asset being used by your mobile platform - the default will be different to the render pipeline asset used for a pc build (e.g., low and high fidelity quality). By default, editor will use High. You probably need to add your render feature to the blow quality render pipeline asset’s forward renderer.
thank you! never ‘clicked’ for me that i was just adding it to 1 of the 4 assets, this instantly fixed the issue.
BTW is there any documentation on when URP decides to use which renderer? Wondering if possible to force just one or if thats a terrible idea, thanks again
If you take a look at the Quality subsection of the project settings, i believe the top shows a table that configures the settings used by each platform - inside each profile, you should find the render pipeline asset used by each. It’s a very common source of confusion!