Short version: Has anyone found a way to put up a full screen blur, to blur their game, while placing some UI on top of it?
I was using a gaussian blur shader in the built-in renderer to put a full-screen blur overlay on the screen, for example when pausing the game. I would then put some UI elements on top of it in their own canvas. So, the game was blurred, but the UI was crisp on top. Unfortunately, that shader relies on GrabPass, and doesn’t work in HDRP.
It’s pretty easy to create a blur material from the HD Unlit.
This works well for 3D objects, but it behaves strangely for UI elements. Specifically, it doesn’t seem to honor depth when used in the UI. Here’s an example. You can see an image using the Blur shader as its material. In front of it, I have another image. This other image is in front of the blue image (lower Z position), but it ends up getting blurred.

Maybe the shader just doesn’t quite work right for UI yet with respect to depth. Even putting the two images in separate canvases and adjusting the Order In Layer doesn’t cause the Photo to be drawn on top:
