Using URP 2D Sprite-Lit-Default makes the texture black

I’m working on creating a tile map out of using a mesh. I’ve created the mesh, and triangles and was working on applying textures.

I had everything working correctly with random colored pixels being applied as the texture. Everything looked really dark, and adding lights didn’t help. I decided to switch and give the URP a shot to see how things would look using 2D lights.

The texture is still being applied the same way, but instead of a normal diffuse it is now a URP/2D/Sprite-Lit-Default, and the entire texture appears black on the mesh. The texture is still being generated and changing appearances in the editor, just not being applied to the mesh correctly.

I have attached a picture showing the current texture, and then the black in the screen. Any help would be greatly apprecaited!

You possibly forgot to add 2D environment light. 2D lights != 3D lights.

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You need to add a global light to your scene.

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If you had a global light and still have the same problem–it’s probably because Target Sorting Layer in the Light Source 2D did not include the layer which is assigned to sprites that appear in black. That’s what happened with my project.

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Thank you so much!

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