Render Blur - Fast multi option URP Render Graph UI Blur OFFICIAL SALE

They asked me "Make a choice between performance or quality". I decided to choose both.


Whats in there?


- MULTIPLE BLUR OPTIONS

Three blurring options! Use any. Choose smooth or grainy, glassy or blocky


  • Dual Kawase Blur: Fast Blur with Quality - Targeted for mobile devices
  • Box Blur: Fast Blur but a bit blocky - Best used at higher iterations or kernel size or at lower iterations for glassy effects
  • Gaussian 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 OPTIONS

Includes 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 MODE

Use 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 SETTINGS

You 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 EFFECTS

You 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.


- EXTENSIBLE

Use _RenderBlur in any shader graph to apply any further effect.


How to use?


Check screenshot or read below,

  1. Add Render Blur Feature in URP Renderer Data
  2. Add Render Blur Controller component to any gameobject in scene (Ideally one using blur)
  3. Optionally set static mode or blur settings in controller (These will be active only when controller is active)
  4. Add Render Blur UI Canvas material to any ui object
  5. Enjoy the blur

Support


Contact me in mail or gitlab issues if you need help with anything or need new features.


Issue Tracker: https://gitlab.com/Antiquete/renderblur

E-Mail: antiquete@protonmail.com


More blurs?

Yes, possible, tell which ones.


More optimizations?

Yes, definitely coming.


Credits

Dual Kawase: I mainly adapted baedrick's algorithm adaptation for Unity 6 render graph

Gaussian Blur: I used Daniel Llett's algorithm reference as a base but tweaked it a lot