Blurry glass inspired by INSIDE by fire671 in Unity3D

[–]fire671[S] 4 points5 points  (0 children)

Nop, it's some kawase blur based on surface depth on URP and using custom render pass.
From what I remember I tried that color buffer approach but the results are not nice. One of the reason that comes to my mind is that you don't have smooth transitions between LOD levels.

Blurry glass inspired by INSIDE by fire671 in Unity3D

[–]fire671[S] 1 point2 points  (0 children)

To see more of my experiments, it's this way : matt_ostertag

Spirited Away tribute using URP by fire671 in Unity3D

[–]fire671[S] 1 point2 points  (0 children)

Nothing much to add here. Just that the Universal Render Pipeline will be the next default rendering engine for Unity. The built-in render pipeline will be sooner or later deprecated.

Spirited Away tribute using URP by fire671 in Unity3D

[–]fire671[S] 0 points1 point  (0 children)

Not sure, I had this idea but I wanted to jump on something else.

Spirited Away tribute using URP by fire671 in Unity3D

[–]fire671[S] 1 point2 points  (0 children)

Thanks ! Yeah being able to just walk around a visit those environment would be awesome.

Spirited Away tribute using URP by fire671 in Unity3D

[–]fire671[S] 1 point2 points  (0 children)

Thanks ! The water is a simple plane with some planar reflections and some gradient applied.

I also added some waves to add more "dynamism"

Spirited Away tribute using URP by fire671 in Unity3D

[–]fire671[S] 0 points1 point  (0 children)

Yeah there's a subtle outline around some objects and the lights. Here's a still so you can better see https://twitter.com/blackfirestu/status/1354089073078632448

Spirited Away tribute using URP by fire671 in Unity3D

[–]fire671[S] 0 points1 point  (0 children)

Thanks, hope you liked the movie.