No GrabPass for 2D URP.

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 :frowning:
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.

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Same here, I want to make some distortion effect with 2d renderer.

In URP 11, “added _CameraSortingLayerTexture global shader variable and related parameters”
More informations here :
2D Renderer in Universal Render Pipeline in 2019.3 page-4#post-6944333

Maybe it will help.

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 :smile:

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

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