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 lost 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.Whats in there?- MULTIPLE BLUR OPTIONSThree blurring options! Use any. Choose smooth or grainy, glassy or blockyDual Kawase Blur: Fast Blur with Quality - Targeted for mobile devicesBox Blur: Fast Blur but a bit blocky - Best used at higher iterations or kernel size or at lower iterations for glassy effectsGaussian Blur: Very high quality smooth blur but performance intensive - Ideal for PC or Consoles or mobile devices but in static mode.Check screenshots for comparison- MULTI-PASS BLURRING OPTIONSIncludes option for multi pass blur. Set iterations count in render feature or controller to set number of passes.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.- VERY VERY VERY FAST ~0% PERFORMANCE LOSS STATIC MODEUse static mode for static images or backgrounds with very little motion. So basically, pause menu, character menu, main menu etc. Unless your game is active and running in the background, static mode is always better than continuous mode.This mode is very very fast with maximum 1 frame performance loss. You can even go 100 iterations gaussian blur and maximum performance impact will be a slight stutter for 1 frame.Check screenshots for settings- SCENE SPECIFIC BLUR SETTINGSYou can apply scene specific blur settings. so, for eg. main menu can have smooth blur while pause menu can have glassy blur.You can also apply condition specific blur in same scene by activating and deactivating render blur controller with blur settings when needed. So, for eg. two menus in same scene can have different blur settings as long as both are not active at the same time.- GLASS EFFECTSYou can produce really good looking glassy blur effects by tweaking values at high radius and low iterations count. Radius values above 15 will tend more towards glassy effects.Check screenshots for reference.- EXTENSIBLEUse _RenderBlur in any shader graph to apply any further effect.How to use?Check screenshot or read below,Add Render Blur Feature in URP Renderer DataAdd Render Blur Controller component to any gameobject in scene (Ideally one using blur)Optionally set static mode or blur settings in controller (These will be active only when controller is active)Add Render Blur UI Canvas material to any ui objectEnjoy the blurSupportContact me in mail or gitlab issues if you need help with anything or need new features.Issue Tracker: https://gitlab.com/Antiquete/renderblurE-Mail: antiquete@protonmail.comMore blurs?Yes, possible, tell which ones.More optimizations?Yes, definitely coming.CreditsDual 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 lotSome technical detailsWhy RenderBlurController? Render Blur Controller is needed for blur to activate. This is intentional and a performance optimization. So for eg. say you have a pause menu that selectively activates and requires blur then put controller on it too to save performance.Shader Graph: Render Blur UI Canvas material is only a wrapper material for _RenderBlur global texture. You can alternatively use blur in any material, shader or shader graph with _RenderBlur global texture.Screen Space UI: Screen space UI can display blur, but either the UI itself or the blurred part needs a separate renderer data. Simply create another renderer data and set it to render ui only.




