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URP renderfeature test project

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I experienced heavy warning spam when using Camera.Render in a separate, unrelated system: `You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture...

This PR moves the accessing of cameraColorTarget to OnCameraSetup from AddRenderPasses to get rid of warning spam when using Camera.Render in another object. Not sure when this became necessary, but...

The repository doesn't currently have a license, which prevents anyone using the code in any public way. Would you consider adding a license to the repository?

Proposing the addition of the MIT license.

Attempted to rewrite the shader to make it compatible with SinglePass Stereo Rendering. As below, it works in multipass and it also works in the scene camera but not on...

ShaderGraph "Bathroom Glass" has many "implicit truncation of vector type" errors starting at line 308, as well as "conversion from larger type to smaller, possible loss of data " errors....

Even setting it to "After Rendering" it ignore all post process applied to the scene. Setting it to "After Post Process" it break all UI elements also. Any tip about...

This shader works in Multi Pass, but in Single Pass it takes and stretches the entire 2-lens screen.

How would you go about including transparent objects?

The blur is now constant. I would like to fade in & out the blur effect. How could I achieve this? Thanks!