03-09-2020, 01:12 PM
(03-09-2020, 01:04 PM)josemendez Wrote: Hi there!
The culprit is one obscure, undocumented "feature" of SRPs: Instead of the usual sampler2D_<precision> syntax for declaring texture samplers in a shader, URP uses custom macros that change the underlying type depending on the graphics API being used. As a result the fluid shaders will work out of the box in all APIs except for D3D11. See: https://forum.unity.com/threads/unrecogn...st-6267078
This will be fixed in the next update. For the time being there's an easy workaround: Open ObiFluidsURP.cginc and replace all instances of sampler2D_half and sampler2D_float with sampler2D.
Let me know if I can be of further help!
Fantastic! That took care of it, and it's now working perfectly!
Thanks so much for the prompt response!