14-05-2022, 03:02 PM
(10-05-2022, 09:36 AM)josemendez Wrote: Hi!
This sounds like a color space issue, since fluid colors aren't purposelmodified in editor vs the build (the color buffer is just an ARGB32 render target).
What platform are you building for, and what are your build settings?
Hi !
Thanks for answer
The platform is PC, Max & Linux Standalone, and i foresee to target also android
The build setting ? There are lot of setting... You talk about color buffer, so i suppose you ask about graphics settings ?
I left the default values, well I don't think I touched them, such as implemented in the unity example project for URP.
I put in PJ the configuration
In other option, other settings, color space = linear
NB : Beautify in URP renderer is an asset which help in configuration of multi optimisation graphics. Activation or desactivation is without effect on this color problem.
NB 2 : I have no idea where the color buffet is configured :/ On the other hand, if this comes from an inconsistency in the color settings between view mode and runtime, why does this only impact OBI fluid? White on other objects in the scene are perfectly white, as are other green & co objects, including transparent objects.
I add also in PJ the particleShaderURP used by the emitter (lot of error , but it's the original file provided in the asset, I didn't touch it)
Thanks,
Regards,
D.