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HDRP: Is it possible yet to get full-screen UI blur? (2019.1 + HDRP 5.13)

Discussion in 'Graphics Experimental Previews' started by dgoyette, May 14, 2019.

  1. dgoyette

    dgoyette

    Joined:
    Jul 1, 2016
    Posts:
    4,117
    I've tried to tackle this before, and I always end up having to back off because something isn't ready. I'm checking again whether it's yet possible to get a full-screen blur under the latest HDRP.

    The two main issues preventing me from doing this are:
    • It doesn't seem that any Master output nodes available to ShaderGraph can be used on Screen Space UI elements. If I try to create a shader in ShaderGraph and use it on an image in a Screen Space canvas, it's just blank.
    • It doesn't seem like I can access Screen Color in a legacy Shaderlab shader.
    As a workaround, I've tried putting the blur effect on a World Space canvas, but there are various reasons why this isn't really viable. (The worst being getting the placement exact so that nothing is in front of the blur plane.

    So, under HDRP 5.13, is it possible to create a ShaderGraph shader that can be use in a screen space canvas? Or is it possible to access Screen Color in a legacy shader? Any other options for full-screen blur, without resorting to world-space canvases?
     
  2. jRocket

    jRocket

    Joined:
    Jul 12, 2012
    Posts:
    687
    I think what we really need in this case are command buffer CameraEvents for "AfterUI" and "BeforeUI" for the purposes of extending post processing that includes UI.
     
  3. jjejj87

    jjejj87

    Joined:
    Feb 2, 2013
    Posts:
    1,105
    Second this.
     
  4. asdzxcv777

    asdzxcv777

    Joined:
    Jul 17, 2017
    Posts:
    29
    Wish the devs would notice this