Same Shader Graph in two different URP Projects

Hi there,

This is my first question to these boards. I’m going to try to keep it succinct.

I’m working on the Creative Core Pathway, this was for the Shaders and Materials Mission. The mission utilizes two prefabbed projects Both of them are created using the Universal Rendering Pipeline.

I created a shader graph in the first project and imported it over to a second project. In the first project I used it to make an orb that is very vibrant, and emits light. I thought that I would utilize this to create a sun in the second project which came prebuilt with some blank spheres to create what ever astral body you want.

I took the shader i created and imported it to the second project. The effect is quite different between the two projects and I cant figure out why. In the first one it looks like a bright ball of burning energy, and it emits a glow around it. when i brought it over to the second project it looks muted, and does not emit light like in the first project

So far to troubleshoot I’ve done the following

  • I went through the shader graph node by node, variable by variable, to make sure nothing changed when I imported the shader graph.
  • I set all of the color options that are editable in the inspector window to be the same for each of the materials that utilize the shader graph in both projects… Set the RGB / intensity etc to the same settings and triple checked that they’re the same.
  • both projects utilize the Universal Render Pipeline
  • I tried the quality settings for each and as far as I can gather they are the same… although admittedly not 100% that they are.

So thats what i could figure to try. Any help to understand this issue and fix it would be super appreciated as a learning experience. I’ve added pictures of the original rendition as well as it applied in the second project. thanks so much in advance!
~Keith


Post processing - it looks like your first image uses bloom with HDR color to make it “emit” aura, while the second one is just transparent color without anything at all. Enable post processing in the camera and add volume if it does not exist, then add tonemapping and bloom.
Note that you might have disabled PP in the scene view, so if you are looking only there it might never appear even with correct setup.

OK Cool, HDR was set the same on both. Which was my biggest point of What the hell, unity? But I literally dont know anything about post processing yet.

I will absolutely explore this. Really appreciate the advice! I’ll follow-up with how it goes from there. Thanks So much!

Yup that totally works! So much better! Post processing was turned off… They’ll probably instruct me to turn it on in the post processing portion of the learning track. Had to figure out what volume was, and how to set it up. Thanks again for the advice. Helped me learn something useful for sure!