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Question Custom post-processing effect: Multi-pass blur possible?

Discussion in 'High Definition Render Pipeline' started by dgoyette, Aug 13, 2020.

  1. dgoyette

    dgoyette

    Joined:
    Jul 1, 2016
    Posts:
    4,214
    I was trying to create a full-screen blur effect, to blur the screen behind my menus when pausing the game. I thought that with the introduction of custom post-processing this would be simple, but it seems that most gaussian blur filters I see take two passes, one for horizontal and one for vertical. I think they can also be accomplished in one pass, but my understanding is that the performance is pretty bad for a single-pass blur?

    Anyway, I tried adding two passes to a custom post-processing shader, but it seems only the first pass is executed. Are multiple passes not supported? Or is there a trick to getting it to work?

    I suppose as a fall-back plan, I could add the effect to my volume twice, and have each one process either horizontal or vertical, but that sounds a little silly.

    Or, is there a better way to achieve a full-screen blur effect these days under HDRP 7?
     
  2. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,361
  3. dgoyette

    dgoyette

    Joined:
    Jul 1, 2016
    Posts:
    4,214
    Thanks. I check it out.