Doesn't work for me. I followed the video, but when I add the Kawase Blur to the Renderer Features, the console starts to continuously log the following error: You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed. UnityEngine.Rendering.Universal.ScriptableRenderer:get_cameraColorTarget () KawaseBlur:AddRenderPasses (UnityEngine.Rendering.Universal.ScriptableRenderer,UnityEngine.Rendering.Universal.RenderingData&) (at Assets/KawaseBlur/KawaseBlur.cs:126) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189) Unity 2022.2.1f1 Kawase Blur Package 1.2
I know how to solve error but when you do blur doesnt work at all. I'm still giving the code maybe someone will find a solution replace public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { var src = renderer.cameraColorTarget; scriptablePass.Setup(src); renderer.EnqueuePass(scriptablePass); } to public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { } public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { var src = renderer.cameraColorTarget; scriptablePass.Setup(src); renderer.EnqueuePass(scriptablePass); }
@@fv4202x It works if you change it like this public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { scriptablePass.Setup(renderer.cameraColorTargetHandle); } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { renderer.EnqueuePass(scriptablePass); }
I was having the problem of the blur being upside down when using camera stacking. The solution is to copy any of the shader-graphs and put a One-Minus between the the screen positon and sample texture nodes to invert the source again.
Thank you very much - this effect is just AMAZING! I've been looking for something like this, available in URP, for a loong time until now. Especially the ability to make multiple blur passes and downsampling.
Hey Tom! Very useful and beautiful blur! Unfortunately when I'm using it on the Quest 2 in Multiview Mode, I only get a gray image. Any idea what could be causing this? I'm having similar problems with a blur I got from the asset store (Rufat's Fast Mobile Blur) so I'm wondering if this is a Problem specific to VR and Multiview. Very Thankful for any suggestions on this! Cheers!
Ok man i am asking it says this code is copyrighted on the git page you linked, i am looking to use in my commercial project? I don't want any copyright claims after this!?
I tried this out and it worked great. However it does not work if post processing is used. If i desaturate using the post processing effect, the scene does become black and white but the UI image still shows colored blur, even if rendering pass is set to either before or after post processing. Is there a fix for this?
I'm wondering if this could be made single-pass & XR compatible. I'm no shader / renderer wizzard to do this. In Unity 2020.1 it kind of flickers when hovering over things in the inspector. The effect is great, just incompatible with single-pass XR
Does this work with 2D topdown games? I think I followed your instructions exactly but the "blur" image that I added on the Canvas to be behind the background image doesn't seem to do anything. I may be doing something wrong. EDIT: Doesn't seem to work for 2D renderer :(
It didn't work for me, because I'm using it in an AI, and behind it there's a background UI image and it doesn't show that background, but shows the scene below directly, ignoring the UI image behind it. =/
Thank you! The current method doesn't allow the blurring of other UI elements, however in a future URP update there's no reason why this couldn't be possible and I'll try to implement it!
I’m having some trouble, the unlit blur material is pink and when I try to assign it to my UI element, it just makes it disappear. I made sure to upgrade the materials already. Help ??
I FOUND SOLUTION tags for ctrl+f users: "black" "gray" "not working" "doesnt work" On your canvas set plane distance to 1 or smaller value but not 0 Edit: It also should be bigger than your camera's near render distance value thing (default was 0.03). Because its rendered in front of camera
Breaks for me in URP 12 (Unity 2021.2b1), where the blur is upside-down in world-space. Was working great for me in 2021.1. Might be a quirk Unity sorts out before 2021.2 gets release tho?
I noticed it's not upside-down / inverted on your demo project... and I found the difference: I'm using URP's camera stacking (if I stop stacking, blur is upright again). This did work in URP 11 but not URP 12. Very odd quirk.
@@RogDolos For me it works in URP 12, but because of post-processing, I wanna use camera stacking, but it doesn't work, overlay option is greyed out...
@@cassiovega976 there is an option call: image type, and down blew check mark "use sprite mesh" then the blur shape will follow the outline of your PNG image.
Hi, unfortunately I'm not an expert at shader programming and don't have any knowledge with the 2D URP at this time. But in the future, I may be able to make an update that works with it.
I'm confused on how you do not have more than a thousand subs but here's million thanks Tom!
Thank you! I'm glad its helped at least some people!
Wow, finally blur for URP that works :) Thank You.
The shader breaks when you have post-processing and want blur to be applied thereafter.
I found the issue myself. Any better options for doing blur?
Great tutorial!
It looks so much better with the blur effect, thank you very much!
Doesn't work for me. I followed the video, but when I add the Kawase Blur to the Renderer Features, the console starts to continuously log the following error:
You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.
UnityEngine.Rendering.Universal.ScriptableRenderer:get_cameraColorTarget ()
KawaseBlur:AddRenderPasses (UnityEngine.Rendering.Universal.ScriptableRenderer,UnityEngine.Rendering.Universal.RenderingData&) (at Assets/KawaseBlur/KawaseBlur.cs:126)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)
Unity 2022.2.1f1
Kawase Blur Package 1.2
I know how to solve error but when you do blur doesnt work at all. I'm still giving the code maybe someone will find a solution
replace
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var src = renderer.cameraColorTarget;
scriptablePass.Setup(src);
renderer.EnqueuePass(scriptablePass);
}
to
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
}
public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
{
var src = renderer.cameraColorTarget;
scriptablePass.Setup(src);
renderer.EnqueuePass(scriptablePass);
}
@@fv4202x It works if you change it like this
public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
{
scriptablePass.Setup(renderer.cameraColorTargetHandle);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(scriptablePass);
}
@@Spine500 You saved my life. Thank you so much...!
I was having the problem of the blur being upside down when using camera stacking. The solution is to copy any of the shader-graphs and put a One-Minus between the the screen positon and sample texture nodes to invert the source again.
How to Blur Ui Image on another ui image in urp?
Straight to the point, clear and easy to follow tutorial. Thanks man!
Well i cant make in work with URP 2021 :/ It will just be grey
same
Looks like there is still no solution for 2022 lts
Thank you very much - this effect is just AMAZING! I've been looking for something like this, available in URP, for a loong time until now. Especially the ability to make multiple blur passes and downsampling.
I don't have the Kawase Blur option tho
Hey Tom! Very useful and beautiful blur! Unfortunately when I'm using it on the Quest 2 in Multiview Mode, I only get a gray image. Any idea what could be causing this? I'm having similar problems with a blur I got from the asset store (Rufat's Fast Mobile Blur) so I'm wondering if this is a Problem specific to VR and Multiview. Very Thankful for any suggestions on this! Cheers!
I am also facing the same issue.
Please guide me if you find the solution
This works with canvas Render Mode to : Screen Space Overlay also when I tested in locally
They may've changed something since I made the tutorial then! That's good to hear
How did u get it to work? Help
I'm also interested in this
Thanks! Is there a way to make it blur the ui elements as well?
Ok man i am asking it says this code is copyrighted on the git page you linked, i am looking to use in my commercial project? I don't want any copyright claims after this!?
I tried this out and it worked great. However it does not work if post processing is used. If i desaturate using the post processing effect, the scene does become black and white but the UI image still shows colored blur, even if rendering pass is set to either before or after post processing. Is there a fix for this?
I'm wondering if this could be made single-pass & XR compatible. I'm no shader / renderer wizzard to do this.
In Unity 2020.1 it kind of flickers when hovering over things in the inspector.
The effect is great, just incompatible with single-pass XR
Anyone have a solution to work with Screen Space Overlay instead of Camera?😓
any idea why it keep saying material was not upgraded
Thank you ! very nice effect !
Does this work with 2D topdown games? I think I followed your instructions exactly but the "blur" image that I added on the Canvas to be behind the background image doesn't seem to do anything. I may be doing something wrong.
EDIT: Doesn't seem to work for 2D renderer :(
Yeah I haven't actually tried it with 2D, but they may add support for it in the future.
Nice work! Does it affect mobile performance?
It didn't work for me, because I'm using it in an AI, and behind it there's a background UI image and it doesn't show that background, but shows the scene below directly, ignoring the UI image behind it. =/
Why you say it doesnt blur at the end
It can use in old mobile devices?
I was wondering this Scriptable Render Feature can have a layer mask?
How to blur ui with rounded corners?
I've just updated the GitHub repo with a new release (v1.2) allowing for this. There are instructions at the bottom of the readme! 👍
@@TomChapman 😄 thanks again
This is amazing! Thanks! Do you plan to make UI elements blur other UI elements too in the future?
Thank you! The current method doesn't allow the blurring of other UI elements, however in a future URP update there's no reason why this couldn't be possible and I'll try to implement it!
I’m having some trouble, the unlit blur material is pink and when I try to assign it to my UI element, it just makes it disappear. I made sure to upgrade the materials already. Help ??
When I tried “litBlur” it successfully worked, so I think there’s something wrong with “unlitBlur”
Is there a way to apply this blur effect so it affects other shader?
nope does not works for me. After assigning material to UI image it gets black.
Very helpful! Thanks
Hi! Thanks very much! Your shader was a great help to my project. However, I also need blur effect on transparent material. Which one can I change?
seems to not work in 2021 versions but works fine in 2020.3
Does it work with sprite renderers?
Unfortunately, I haven't tested this method with any 2D components so I couldn't say if it does
I FOUND SOLUTION
tags for ctrl+f users: "black" "gray" "not working" "doesnt work"
On your canvas set plane distance to 1 or smaller value but not 0
Edit: It also should be bigger than your camera's near render distance value thing (default was 0.03). Because its rendered in front of camera
Breaks for me in URP 12 (Unity 2021.2b1), where the blur is upside-down in world-space.
Was working great for me in 2021.1. Might be a quirk Unity sorts out before 2021.2 gets release tho?
I noticed it's not upside-down / inverted on your demo project... and I found the difference: I'm using URP's camera stacking (if I stop stacking, blur is upright again). This did work in URP 11 but not URP 12. Very odd quirk.
@@RogDolos For me it works in URP 12, but because of post-processing, I wanna use camera stacking, but it doesn't work, overlay option is greyed out...
Thank you but I couldnt make it work in Unity 2021.19 and 2021.28. Valve VR, Universal RP 11.0 Installed
what if i want to blur by different shapes, not just square??
alright, i got it. that so great. thx for that.
@@dandan-mf4sr How did you figure it out? I'm currently running into the same issue
@@cassiovega976 there is an option call: image type, and down blew check mark "use sprite mesh" then the blur shape will follow the outline of your PNG image.
@@cassiovega976 and remember to add an PNG to "source image"
doesnt effect to PBR shader. Problem same to that text. you might looking into this problem
Dude, have you found solution to blur ui panels too? it's so important for me now, but I can't find solution((
hello guy, I have same problem. if you have any solution for this problem. plz share with me. Thank you!
thanks sooo much :3
Very Cool man
Doesn't work in VR mode
Thank you!!
what about HDRP?
in urp2d dont work
Thank you for sharing a great asset.
What is the license for this asset?
No problem! The original repo doesn't actually have a licence, but I have no problem with you using it in either a commercial or non-commercial way!
@@TomChapman Wow thank you
Thank you very much, my game have so much better graphics now :)
Thank you
Thanks for the video,but I can‘t use it for 2D Renderer >﹏<
Yeah it seems like it doesn't work using the 2D renderer right now, but hopefully they'll add support for it in the future.
@@TomChapman I have tried many ways to make a blur in URP but none of them can work with 2D renderer or the effect is not good. So sad. (╯︵╰)
anybody made this work for unity 2023 yet?
My game is now all pink. I have a presentation in 2 days. Thx.
You're welcome! But to fix that, it sounds like you need to follow the steps of upgrading your project materials as shown in the video.
@@TomChapman I did it, but still pink unless i put none in render pipline Settings instead of UniversalRenderPiplineAsset
@@TomChapman Okay, it work when i select first all the materials and click on upgrade selected... It's scared me sorry, thx
Okay, I'm glad you got it sorted!
самый тупой шейдер, спасибо что сломал проект
2d pls
Hi, unfortunately I'm not an expert at shader programming and don't have any knowledge with the 2D URP at this time. But in the future, I may be able to make an update that works with it.
@@TomChapman its fine, i found a solution that works with no code and takes less than 1 min to setup in unity with post proccesing
@@Ahmed-ic9ft Could You share the solution?
@@hrober5298 ruclips.net/video/3MIJoiprngQ/видео.html
@@Ahmed-ic9ft Yeah, but that's not the same, it applies blur on the whole screen, but we are after just a rectangle
how to make each Object have different blur amount?