Render Blur - Fast multi option URP Render Graph UI Blur
Antiquete
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Very fast multi option UI Blur for Unity 6+ Render Graph with ~0% performance loss static mode especially targeting mobile devices to save both fps and battery life while maintaining max qualityThey asked me "Make a choice between performance or quality". I decided to choose both.FEATURES──────────Features, Features, a lot of Features!✔ ~0% PERFORMANCE LOSS STATIC MODEVery high performance ~0% fps loss blur modeUse for UI elements that do not change frequently: Pause menu, Character menu, Main menu, Inventory, Popups, choices are limitless.Unless the game is active and moving in the background and the motions needs to be visible too, use static mode.Static mode limits performance impact to maximum 1 frame stutter even with heavy blur. Even 100 iterations gaussian is possible with this without continuous fps loss.✔ MULTI BLURSThree blurring options! Use any. Choose smooth or grainy, glassy or blockyDual Kawase: Performance + Quality - Targeted for mobile devicesBox: Performance but blocky - Best used at higher iterations or higher kernel sizes or at lower iterations for glassy effectsGaussiann (Accurate): Very high quality smooth blur but performance intensive - Ideal for PC or Consoles or for mobile devices but in static mode.Check screenshots for comparison✔ MULTI-PASS BLURSMore iterations = More blurSet iterations count in Render Feature(Global) or Render Blur Controller(Scene)✔ PER-SCENE & PER-COMPONENT BLUR CONTROLDifferent situations, different blursApply scene specific blur - Main menu can have smooth blur while pause menu can have glassy blur.Apply gameobject specific blur - Two render blur controller, one active at a one time. Inventory can have static blur while weapons tween can have continuous blur.Apply in Render Feature(Global) or Render Blur Controller(Scene)✔ MODERN GLASSY VISUALSSome extremes create good artCreate artistic blurry glass effects - Glassmorphism, Frosted, Clear Soft Glass, Acrylic etc.Tweak values at high radius and low iterations count to produce really good looking glassy blur effects. Radius values above 15 will tend more towards glassy effects.Check screenshots for reference✔ EXTENSIBLEThis is just a startUse _RenderBlur global variable and connect with your shader graph.USAGE───────Check screenshots or read belowAdd RenderBlurFeature in URP Renderer DataAdd RenderBlurController component (To any gameobject in scene or to one using blur(Optional) Set static mode or blur settings in controllerAdd RenderBlurCanvas material to ui backgrounds or imagesEnjoy the blurSUPPORT──────────Contact me in mail or gitlab issues if you need help with anything or need new featuresIssue Tracker: https://gitlab.com/Antiquete/renderblurE-Mail: antiquete@protonmail.comFAQ & TECHNICAL────────────────More blurs?Yes, possible, tell which ones.More optimizations?Yes, definitely coming.Number of passes for multi pass blur?Right now, the max number of passes is 100, since I thought those were sufficient but I will increase it if people want more. Message me if thats needed or increase the range yourself in render feature script. For reference, at iterations >30, the blur is already so heavy that background details are mostly only colors.Why is RenderBlurController needed?Render Blur Controller is needed for blur to activate. This is intentional and a performance optimization. Simply speaking, controller active = blur active, controller inactive = blur inactiveSo for eg. say you have a pause menu that selectively activates and requires blur then put controller on it too to save performance.How to use in custom shader graph?Use _RenderBlur global variable, it will contain the output of RenderBlurRenderFeature.How to use with Camera Space or World Space UI?Move UI using RenderBlur to another layer, create a new renderer data and set it to render ui layer only.CREDITS──────────Dual Kawase: I mainly adapted baedrick's algorithm adaptation for Unity 6 render graphGaussian Blur: I used Daniel Llett's algorithm reference as a base but tweaked it a lot



