Troubleshooting
intermediate troubleshootingEdge Fusion (URP) · Troubleshooting & FAQ
Common issues and their solutions when working with Edge Fusion on URP.
Effect Not Visible
| Possible Cause | Solution |
|---|---|
| Render Feature not added | Open your URP Renderer Asset and verify that Edge Fusion Render Feature is listed under Renderer Features. |
| Volume Override not added | Select your Global Volume and confirm the Edge Fusion override is present with its parameters enabled (checkboxes ticked). |
| Intensity set to zero | Ensure Intensity is greater than 0. |
| Blend Layers set to Nothing | Verify Blend Layers includes the layers your objects are on. |
| Max Blend Distance too low | Increase Max Blend Distance so it covers the camera-to-object range. |
Terrain Not Blending
Terrains rendered with the Draw Instanced option are not supported by the Object ID pass. To work around this:
- Exclude the terrain layer from Blend Layers.
- Edge Fusion will automatically fill empty pixels in the Object ID mask using the camera depth texture, capturing the terrain correctly.
- This approach also improves performance compared to rendering the terrain into the Object ID buffer directly.
Blending Artefacts on Double-Sided Meshes
If walls, panels, or other double-sided geometry shows incorrect blending:
- Add the affected objects' layers to the Double-Sided Layers setting.
- Use the Rendering Layer Filter to fine-tune which double-sided objects are included.
Vertex-Displaced Meshes (Vegetation, Water)
Objects using vertex displacement, tessellation, or complex shader graphs may produce incorrect Object IDs with the lightweight ObjectID shader:
- Add these objects' layers to Special Group Layers.
- They will render with their original material into a helper buffer, providing correct IDs.
Debug Overlays
Use the Debug Mode dropdown in the Edge Fusion Volume Override to diagnose issues:
| Mode | What It Shows |
|---|---|
| Object IDs | Color-coded per-object identifiers. Verify your target objects have distinct IDs. |
| Edges | Detected edge boundaries before blending. |
| Normals | Surface normal directions (useful for intra-object fusion debugging). |
| Depth | Camera depth buffer visualisation. |
| Special Group | Objects rendered via the Special Group path. |
| Compare | Side-by-side before/after comparison. |
If your issue is not covered here, visit the support forum or email our support team.
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