Six background blur algorithms for frosted glass panels, world-space surfaces, and dynamic glass effects — built natively on the URP RenderGraph API.
Run Overlay, Camera, and World Space blur at the same time — each on its own RTHandle, fully isolated.
Built on URP 17+ RenderGraph from the ground up — no legacy command buffers, no camera stacking hacks.
Two ready-made shaders: UI_Blur_Universal for Canvas panels and WorldObject for 3D glass meshes with true IOR refraction.
Blur radius scales automatically with screen width — looks the same at 1080p and 4K without manual tweaking.
One-click installation across all URP Renderer assets in your project. Working blur in under a minute.
Toggle presets, fade intensity, and read parameters at runtime. Smooth blur transitions without one-frame pop-in.
// Smooth fade on pause void Update() { float target = _paused ? 1f : 0f; float current = Blur.GetIntensity(CanvasSpaceType.OverlayBeforePostProcessing); Blur.SetIntensity( CanvasSpaceType.OverlayBeforePostProcessing, Mathf.MoveTowards(current, target, Time.deltaTime * 3f)); } // React to preset state changes void OnEnable() => Blur.OnPresetActiveChanged += OnBlurChanged; void OnDisable() => Blur.OnPresetActiveChanged -= OnBlurChanged; void OnBlurChanged(BlurPreset preset) => Debug.Log($"{preset.name} → {preset.isActive}");
| Requirement | Minimum | Notes |
|---|---|---|
| Unity version | 6000.0 (Unity 6) | Tested on 6000.0 (LTS), 6000.3 (LTS), 6000.4 (LTS) |
| Render pipeline | URP 17.0.0 | Requires RenderGraph mode |
| Platforms | All URP-supported platforms | PC, Mobile, Console |
Available on the Unity Asset Store. Drop in, run the Setup Wizard, and have blur working in your project within a minute.