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Question Blit on URP & single pass is blurred and ignore transparent objets

Discussion in 'VR' started by Yorsh, Jan 25, 2022.

  1. Yorsh

    Yorsh

    Joined:
    Feb 17, 2015
    Posts:
    6
    Hello,

    I'm trying to get a blit renderer feature to work on URP with single pass.
    I tried to copy and paste the example of the documentation & some others but I always get a blurred result that does not display transparent geometry as you can see below. Am I missing a setting or is supposed to be the normal behaviour ?
    I assumed it would do the same as cmd.Blit on multi pass (full quality and with transparent geometry). Desaturation is from the shader.
    blit.png
     
    Last edited: Jan 25, 2022
    BruceKristelijn likes this.
  2. osaariki

    osaariki

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    Dec 2, 2013
    Posts:
    1
    BruceKristelijn likes this.
  3. BruceKristelijn

    BruceKristelijn

    Joined:
    Apr 28, 2017
    Posts:
    108
    Hi did you ever resolve this? I am currently having the same issue with opaque textures enabled.
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,060
    For the blur change the downsampling as said above. For the transparent objects not showing, well, it's called opaque texture for a reason. You could work around it with dithering maybe?
     
  5. BruceKristelijn

    BruceKristelijn

    Joined:
    Apr 28, 2017
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    108
    I want to use the blitting for fullscreen effects. Other URP solutions work with transparency but this resulted in weird behaviour
     
  6. BruceKristelijn

    BruceKristelijn

    Joined:
    Apr 28, 2017
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    108