Shader [Universal Render Pipeline/Lit] on [*] does not support skinning?

If I put my character in subscene, there will appear many warning about shader.
How can I solve it?
I just use default shaders of URP.
Shader [Universal Render Pipeline/Lit] on [MC_Belt] does not support skinning. This can result in incorrect rendering.
Please see documentation for Linear Blend Skinning Node and Compute Deformation Node in Shader Graph.

Unity2022.3.8f1 Entity1.0.16 URP14.0.8



If you just want the character to render with baked bone positions, the error messages are referring to this page: Mesh deformations (Experimental Feature) | Entities Graphics | 1.0.16

The instructions may be a little different depending on which 3rd party animation package you choose to use.

I use GPU ECS Animation Baker, Is it relevant?
I saw this page, I added ENABLE_DOTS_DEFORMATION_MOTION_VECTORS to Scripting Define Symbols, but it doesn’t work

Probably. You probably need to use a special shader with that asset and not the one in the instructions.

OK, I found the solution. Try to find the shader graph version of your shader, and add “compute deformation” node in it, then just replace the original shader. And then it works well in the subscene!

Hi @SlumberPenguin

Faced with exactly the same problem, could you describe in more detail how to do this? I’m trying to use Animator from Unity on top of Mesh with Bones from blender.

Thanks!