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. |