Edge Fusion is a post-processing effect for Universal Render Pipeline that blends edges between objects to eliminate hard seams and produce cohesive, natural-looking scenes. Add it as a Render Feature and control it through a Volume, with both global and per-object settings to target exactly where blending should occur.
🌟 Key features:
- Edge blending: smooths transitions between meshes, terrain, and props without changing materials or geometry.
- Global control via Volume: intensity, world‑space radius, max blend distance, and max screen radius.
- Intra-object fusion (optional): blends within the same mesh based on normal/depth discontinuities.
- Per-object overrides with Edge Fusion Object: custom radius (0 disables), include children with layer mask.
- Performance tuning: sample count, binary search steps, jitter (TAA-friendly), 3D noise (intensity/scale), shadow protection.
- Blend layers: choose precisely which objects participate in blending.
- Debug views: object IDs, Edges, Blending, Normals, and Depth.
- Editor friendly: optional Scene View rendering; can run even if the camera’s post processing is off.
🎯 Ideal usecases:
➡️ Getting started:
1) Add the Edge Fusion Render Feature to your URP Renderer.
2) Create a Global Volume (or use an existing one) and add “Kronnect/Edge Fusion”.
3) Adjust intensity and radius; set your blend layers.
4) Optionally add Edge Fusion Object to specific GameObjects for fine control.
📖 Support & docs:
Online guide · Forum · Discord