Hi, DoF ( Depth of Field ) does not work for sprites once we hook 2D renderer. It works but ignoring distance. Gaussian Blur is applied uniformly no matter how far our sprites are from the camera. Are you guys working on it? Thanks, Marek.
There are two DoFs in 2D Renderer I can think of:
- Layer System - DoF params specified for each layer according to design needs - Gaussian Blur for each layer
- (Z) Depth System - works the same as in URP without 2D Renderer ( Gaussian, Bokeh )
Do we need anything else?
Same issue here, I would like to know if Unity plans to work on this.
This problem has caused a massive headache on me and my team. Unity people please respond! Why isn’t it optional to have a Z depth buffer on a 2D renderer?
Hi, we are aware Z Depth is currently unsupported in the 2D Renderer. We have plans to add and make it compatible with are other systems, such as Post Processing i.e. Depth of Field, as well as in Shadergraph.
Any idea when we can expect Z Depth for the 2D Renderer? I hope it is not low priority…
5 months later we are still struggling to find a good solution.
Would adding a custom Z depth feature to the 2D renderer be a possible workaround?
Any ideas or documentation on how that can be accomplished?
Any progress ?
Hi! Any news about that?