9092858a58
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!
30 lines
2.0 KiB
Markdown
30 lines
2.0 KiB
Markdown
# Motion Blur
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The Motion Blur effect simulates the blur that occurs in an image when a real-world camera films objects moving faster than the camera’s exposure time. This is usually due to rapidly moving objects, or a long exposure time.
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Universal Render Pipeline (URP) only blurs camera motions.
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## Using Motion Blur
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**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:
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1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
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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.
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## Properties
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![](Images/Inspectors/MotionBlur.png)
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| **Property** | **Description** |
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| ------------- | ------------------------------------------------------------ |
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| **Quality** | Set the quality of the effect. Lower presets give better performance, but at a lower visual quality. |
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| **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. |
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| **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. |
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## Troubleshooting performance issues
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To decrease the performance impact of Motion Blur, you can:
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* Reduce the **Quality**. A lower quality setting gives higher performance but may exhibit more visual artifacts.
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* Decrease the **Clamp** to reduce the maximum velocity that Unity takes into account. Lower values give higher performance.
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