Problem using GrabPass on UI element with splitscreen setup

I’m trying to implement a blur effect for UI elements, so they blur whats behind them. The game I’m working on is splitscreen, so I’m testing everything with splitscreen. I’m not sure if I just don’t understand GrabPass correctly, there isn’t much info past the manual page, but it really messes up when theres two cameras split. If there is just one fullscreen camera, everything works fine. I’m even using the example shader from the manual page at this point… Unity - Manual: ShaderLab command: GrabPass

The setup is simple, I have a material that uses the shader and I have a UI object with an image component on it that uses that material.

Here’s some screenshots to show what’s happening

One camera, full screen. The UI element (“Panel”) is off. Everything fine

With the UI object on. Its working fine with one camera

And now splitscreen setup:

With UI object off. Everything’s fine…

With UI object on… mmmmmmmmmmmmm

I’m going to take a stab and say the GrabPass is only grabbing the last rendered camera (half the screen)… I’ve been searching all night, can’t find an answer, any help is appreciated!!! xoxoxo

Well the documentation says that the grab pass will only take the grab of the current screen. Hence you will have to figure out a way to merge passes from two screens and then merge them.

How you can do is, take 2 RenderTextures, and then apply grab pass on each. One from one camera, and second from second camera.

Then, take the texture from them and merge it in a shader and apply it to the UI element.