Why doesn’t URP (Universal Render Pipeline) still lack the option to capture translucent textures? It’s particularly inconvenient when creating heat distortion effects, space distortion effects, sword trail distortion effects, and water distortion effects.
Hey.
For those effects I would recommend to do the distortion yourself in a shader graph with the scene color node.
Alternatively there is the distortion option on the URP Particle shaders (when set to transparent). That will distort the background based on the assigned normal map.
If there are semi-transparent objects in the background, they will not be displayed in the background image.
That’s true. I don’t think there is an elegant way to get around that though. You could inject a custom copy after regular transparents and defer the rendering of any distorting objects to after that copy. This would be the equivalent of the HDRP PreRefraction pass.