kink3d / kmotion Goto Github PK
View Code? Open in Web Editor NEWMotion Blur for Unity's Universal Render Pipeline.
License: MIT License
Motion Blur for Unity's Universal Render Pipeline.
License: MIT License
Hi!
We are in need of proper motion blur of our new game. This looks great but we cannot seem to get it to work.
Not even after implementing some fixes as mentioned under the pull requests.
We're implementing it into a racing game. Motionblur is only working for the bottom right quarter of the screen.
When driving backwards it seems better.
Can the asset get a bit of TLC to get it to work under new(er) Unity versions.
I suspect that Unity's own implementation will take a some time :(
Cheers & thanks,
Pieter
kMotion doesn't work, even after applying @EsiNikko's hotfixes, and I keep getting these warning logs:
CommandBuffer: temporary render texture _CameraColorTexture not found while executing Motion Blur (Blit source)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
and
CommandBuffer: temporary render texture _CameraColorTexture not found while executing Motion Blur (Blit destination)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Is there a way to fix this issue? (2021.3.6f1)
The motion blur effect works incorrectly on objects that is attached to the camera.
How do you draw correct motion-vector for the models who have animations?
hi dear,
it does not working on 2019.3.0f6 + URP 7.1.8 ...
no errors ...
but no effect in editor ... [PC]
and got black screen on IL2CPP PC build :[
The editor crashes as soon as I add the motion blur render feature using URP and Unity version 2019.3.0f6
Motion blur won't work while Post Processing flag in camera is on.
Though the frame debugger shows that _MothionVectorTexture is set up properly.
To resolve this issue I changed "renderPassEvent" from "AfterRenderingPostProcessing" to "BeforeRenderingPostProcessing" in MotionBlurRenderPass.cs
I have tested with 3 projects, boat demo, URP showcase, and our own project but couldn't see any motion blur when the game is running.
If motion blur is enabled and game is paused, game view gets glitchy blurs and UI disappears. But when unpaused I see no effect.
Is there something I am missing or does the effect not work with newer Unity or URP versions?
I have followed the Wiki perfectly, 3 times and all failed.
I have even tested EsiNikko's pull request branch.
Tested with URP version 7.1.8 and 7.2.1
Nvidia Geforce GTX 1660 Super
Is there some demo project that I can download, that works out of the box? I really wish to try this effect.
Thank you.
On Unity 2021.2.8 (Windows 11) URP 12 U get tgis error just after project import:
Shader error in 'Hidden/kMotion/ObjectMotionVectors': redefinition of 'unity_MatrixPreviousM' at line 31 (on d3d11)
Compiling Vertex program
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_MOTIONVECTORS UNITY_PBS_USE_BRDF2
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
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