MAKING 3D ITEMS - 3D MAYA
ZEPETO BuiltIn Shader
BuiltIn Shader - URP Migration FAQ
3 min
q can i still use custom shaders (poi, particle, etc ) in the urp environment? a custom shaders may not render correctly in urp this is because urp uses a different shading model and rendering structure than birp (built in render pipeline) urp operates based on shader graph and standardized rendering passes (forward/universal) complex shader codes used in birp (e g , custom lighting in poi, special particle effects) are often not compatible with urp’s hlsl (high level shader language) structure therefore, for stable rendering, we recommend using the zepeto built in shader q what kinds of custom shaders may not render correctly after switching to urp? a incompatible shaders may appear as magenta (purple) unity displays unsupported code as magenta errors in urp for example, poi shader uses a custom lighting model in birp for complex reflections and blending, but urp’s forward/universal pass cannot process it, resulting in magenta output particle shaders may also fail because urp’s particle system and alpha blending/color calculations differ q does the zepeto built in shader work properly in urp? a yes the zepeto built in shader is developed directly by zepeto, designed to work in urp as closely as possible to birp q do currently sold items work properly in urp? a most items currently sold use birp based shaders since urp does not support birp’s legacy shader structures, custom shader items may display as magenta or have limited rendering in contrast, items using the zepeto built in shader will be supported through conversion tools to ensure proper operation in urp q are existing items automatically converted during urp transition? a items made with built in shader can be converted automatically since zepeto manages the shader structures however, custom shaders vary too much in code and structure to support automatic conversion q what about custom shaders that creators purchased? will there be prior notice? a yes, we will provide sufficient revision periods to avoid inconveniences you may also use regularly scheduled item revision periods q even if shaders are re created and uploaded, will it be difficult to achieve the exact same colors and effects? a yes, due to structural differences urp uses a pbr based standardized lighting/shading system, while birp allows custom passes and greater flexibility perfect replication is difficult, but zepeto built in shader and conversion tools will maintain similar results as much as possible q will there be backward compatibility so built in based custom shaders still display correctly in urp? a due to the diversity of custom shader codes (non standard lighting, custom passes), backward compatibility is difficult however, zepeto built in shader will be supported with conversion tools q will the magenta (pink) error issue with custom shaders be solved after urp migration? a zepeto built in shader will resolve this issue through conversion tools custom shaders, however, cannot be fully supported with a single unified solution q what if existing items don’t work and buyers cannot use them? a built in shader based items will be supported with conversion tools for custom shader items, we are reviewing support measures such as re release after conversion q will compatibility tools and support solutions be provided during urp migration? a yes the zepeto built in shader will come with a dedicated conversion tool to ensure stable operation in urp additional compatibility and support measures are also being prepared q what happens to existing items that don’t display correctly? will they be discontinued? a items will not be discontinued instead, they can be revised and re released detailed plans will be announced later q will zepeto built in shader use become mandatory? a it is currently recommended, but long term plans aim to make it required transition will be gradual, with support and tools provided q will more guidance be provided for such major changes? a yes zepeto acknowledges the importance of clear communication and guidance built in shader use is not forced but strongly recommended for stability and review priority more sessions and guidelines will be provided q is built in shader changing from “recommended” to “mandatory”? a apologies for the confusion currently it is recommended, but it will gradually become mandatory policies and tools will be prepared to help creators transition smoothly q does the urp transition affect worlds as well as items? will there be a separate notice? a we are prioritizing items first world related policies will also be shared once finalized, with sufficient time and guidance provided