Real-time frosted glass and blur shaders for URP, supporting UI and 3D objects with no Renderer Features, scripts, or complex setup.Frosted Glass Pro adds real-time frosted glass and screen-space blur to Universal Render Pipeline projects.Use it for blurred UI panels, pause menus, HUDs, glass windows, sci-fi screens, frosted surfaces, and stylized transparent objects. The package works with both UGUI and 3D meshes, so the same asset can cover interface and world-space use cases.The package is designed to be simple to use: assign a material to a mesh, Image, or RawImage, then adjust blur, frost, refraction, tint, depth fade, and quality settings directly in the material inspector. No Renderer Features, custom render passes, scene scripts, or runtime setup are required.Included variants cover pure unlit blur, lit glass with reflection/specular response, and UI blur for Canvas workflows. The demo scene includes configured examples for planes, 3D objects, and UI canvases.Render pipeline: Universal Render Pipeline only.Unity version: Unity 6000.0 or newer.URP version: URP 17.0.0 or newer.Not compatible with Built-in Render Pipeline or HDRP.Requires URP Opaque Texture enabled.Depth Texture is required for Depth Aware blur and Depth Fade.Includes 3 custom shaders:Frosted Glass 3D UnlitFrosted Glass 3D LitFrosted Glass UIIncludes shared HLSL source.Includes ready-to-use preset materials.Includes custom material inspector with URP validation.Includes importable demo scene.Supports UGUI Image and RawImage.Supports Screen Space Overlay, Screen Space Camera, and World Space canvases.Supports Mask, RectMask2D, and CanvasGroup alpha.Blur quality levels: Low, Medium, High.Blur sample counts: 8, 16, and 32 taps.XR single-pass instanced rendering supported.Mobile, VR/XR, WebGL, and desktop friendly.Texture sizes: no required texture assets for the core effect; optional custom normal maps may be used for frost distortion.Number of VFXs included: 1 main frosted glass / blur effect with 3 shader variants.AI tools were used during the package creation process to assist with documentation drafting, marketing copy, and code review support. All final shader code, package contents, demo setup, and documentation were manually reviewed, edited, and validated by the publisher before submission.





