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Feedback No GrabPass for 2D URP.

Discussion in 'Universal Render Pipeline' started by Ekincan, Apr 3, 2021.

  1. Ekincan

    Ekincan

    Joined:
    Sep 8, 2015
    Posts:
    58
    Hello.
    I am an asset store publisher and indie game developer.

    With the old per-object grabpass a lot of fancy stuff was possible.
    Like high performance blur or distortion effects.

    I have my own problems with the new opaque-pass.
    Because we can't stack it and it ignores transparent objects.
    Which seems very limiting to me but thats all beside the point.

    What do we do in 2D games ?

    I could create a render feature for my own transparent pass.
    But the 2D Renderer does not even support render features :(
    And even if it did it wouldnt be as awesome as the stackable per-object grabpass.

    It is annoying because I want my assets to support all pipelines.

    And If URP replaces Built-In, I would have to stop updating Unity for my 2D Game Projects.
    We use the per-object grabpass in various things (particles, water, blur).
    Things we would not want to loose if we ever upgrades to URP.
     
    RemDust likes this.
  2. harusame-

    harusame-

    Joined:
    Nov 18, 2013
    Posts:
    11
  3. RemDust

    RemDust

    Joined:
    Aug 28, 2015
    Posts:
    432
    Hello @Ekincan !
    How did you tackle all this in the end ?

    I'm pretty much in the same situation, trying to find a way to blur my background sprites but the 2D Renderer is a b%*¨ch :D
     
  4. Ekincan

    Ekincan

    Joined:
    Sep 8, 2015
    Posts:
    58
    The asset "Overlay Filters" still only supports the Built-In RP.
    I did find an alternative way to blur sprites but it's currently work-in-progress for my asset "Sprite Shaders Ultimate".

    If you want you can contact me on discord and I can show how the other approach works.
    It doesnt use the grab-pass at all and kind of bakes the blur once at runtime.

    Discord: Ekincan#2002
     
    RemDust likes this.