Firstborn/Library/PackageCache/com.unity.render-pipelines..../Documentation~/Post-Processing-Motion-Blur.md
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

30 lines
2.0 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Motion Blur
The Motion Blur effect simulates the blur that occurs in an image when a real-world camera films objects moving faster than the cameras exposure time. This is usually due to rapidly moving objects, or a long exposure time.
Universal Render Pipeline (URP) only blurs camera motions.
## Using Motion Blur
**Motion Blur** uses the [Volume](Volumes.md) system, so to enable and modify **Motion Blur** properties, you must add a **Motion Blur** override to a [Volume](Volumes.md) in your Scene. To add **Motion Blur** to a Volume:
1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
2. In the Inspector, navigate to **Add Override > Post-processing**, and click on **Motion Blur**. URP now applies **Motion Blur** to any Camera this Volume affects.
## Properties
![](Images/Inspectors/MotionBlur.png)
| **Property** | **Description** |
| ------------- | ------------------------------------------------------------ |
| **Quality** | Set the quality of the effect. Lower presets give better performance, but at a lower visual quality. |
| **Intensity** | Set the strength of the motion blur filter to a value from 0 to 1. Higher values give a stronger blur effect, but can cause lower performance, depending on the **Clamp** parameter. |
| **Clamp** | Set the maximum length that the velocity resulting from Camera rotation can have. This limits the blur at high velocity, to avoid excessive performance costs. The value is measured as a fraction of the screen's full resolution. The value range is 0 to 0.2. The default value is 0.05. |
## Troubleshooting performance issues
To decrease the performance impact of Motion Blur, you can:
* Reduce the **Quality**. A lower quality setting gives higher performance but may exhibit more visual artifacts.
* Decrease the **Clamp** to reduce the maximum velocity that Unity takes into account. Lower values give higher performance.