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.
Universal Render Pipeline (URP) only blurs camera motions.
Using Motion Blur
- In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
- 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.
|Quality||Set the quality of the effect. Lower presets give better performance, but at a lower visual quality.|
|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.|
|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.|
Troubleshooting performance issues
To decrease the performance impact of Motion Blur, you can:
- Reduce the Quality. A lower quality setting gives higher performance but may exhibit more visual artifacts.
- Decrease the Clamp to reduce the maximum velocity that Unity takes into account. Lower values give higher performance.