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Sprite Shader
Sprite Shader
  • What is All In 1 Sprite Shader
  • Overview
  • First Steps (Must Read)
  • Render Pipeline And Post Processing Setup
  • Asset Component Features
  • Right Click Create Material
  • Asset Window
  • Textures Setup
  • Custom Sort Axis
  • Saving Prefabs
  • Sprite Atlases
  • How to animate effects
  • Scripting
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Scaled Time
  • UI Masking
  • 2D Renderer URP Lights
  • 3D Lights
  • Unified Outline
  • Render Material To Image
  • Compatibility with other assets
  • Effects and Properties Breakdown
  • Considerations
  • Running out of Shader Keywords
  • FAQ (Frequently Asked Questions)
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FAQ (Frequently Asked Questions)

Before reaching out to the support email please take a look at the following questions and answers.

PreviousRunning out of Shader Keywords

Last updated 6 months ago

Effects don’t show up in the final device build. How can I fix it?

Make sure you are not using material.Enable/DisableKeyword as mentioned in the “How to Enable/Disable Effects at Runtime” section of this Documentation document.

A UI element is not showing up in a final device build, what should I do?

You are probably using Post Processing and that’s overriding the Depth Buffer. To solve it, set the ZTest Mode in Advanced Configuration to Always. You can do that in the Material Custom Inspector.

Is it mandatory to use a certain Color Space in the Project?

Of course not, you are free to use whatever Color Space you want. Gamma is recommended to get the same exact results shown in the Demo and asset promo material.

Why isn’t a UI Material getting masked?

You should use the UI Mask shader variant instead.

How can I make sure that a Material keeps being animated when the game is paused?

Use the Scaled Time shader variant and have an active object with the “SetGlobalTimeNew.cs” component attached to it.

Why are Materials not properly animating in the Scene view?

Because "Always Refresh" is not enabled in the Scene view

Is the asset compatible with Unity 6?

Of course it is :) It's compatible with all Unity versions up from Unity 2019.4.