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.
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.