Version: Unity 6 Preview (6000.0)
Language : English
Troubleshooting motion vectors in URP
Upscaling resolution in URP with Spatial-Temporal Post-Processing

Motion vectors settings reference for URP

To specify how a GameObject contributes to the motion vector buffer, use the Motion Vectors property: Mesh Renderer >> Additional Settings >> Motion Vectors. This property lets you disable motion vector rendering for a specific object, or fill the motion vector texture with zeros for the visible fragments of the object’s renderer.

The following table describes the available Motion Vectors property options.

Motion Vectors option Description
CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
 Motion Only
Unity treats the object as stationary in the world when rendering camera motion vectors. Unity does not draw a per-object motion vector pass for this MeshRenderer. If motion vector rendering is a GPU bottleneck, you can use this option as an optimization for objects which move slowly.
Per Object Motion Unity renders the per-object Motion Vectors pass for this object.
Force No Motion Unity renders the per-object Motion Vectors pass every frame for this object, but sets a special shader uniform variable to tell the pass to skip calculations and to write zero values. A per-object pass is still necessary to overwrite any non-zero camera motion vectors from the full-screen pass.
You can use this option to avoid artefacts from the camera motion blur on a 3D HUD, or a third person character, or a race car, or if you have some other artefacts related to incorrect motion vectors on an object that you would like to avoid.
Troubleshooting motion vectors in URP
Upscaling resolution in URP with Spatial-Temporal Post-Processing