Changelog
// format follows Keep a Changelog
v1.0.0
2026-07-25
Added
Blur Algorithms
Six blur algorithms: Dual Kawase, Gaussian Separable, Tent/Hex, Poisson Disk, Custom Kawase, and Radial — all built natively on Unity 6's URP RenderGraph API.
Blur strength scales automatically with screen resolution, so it looks consistent and correctly aligned from 1080p to 4K without manual tuning per platform.
Components
BlurImage — attach blur to any UI panel, with its own independent appearance settings: tint, brightness, desaturation, vignette, and glass distortion. Each panel's appearance stays fully isolated from every other panel, even before a profile is assigned, and previews cleanly while you're setting things up in the Editor.
Built-in fade in / fade out for blur strength — smooth by default, and works correctly even while the game is paused.
BlurObject — the same blur system for 3D meshes, like windows and glass panels, with realistic light refraction and a dark fringe-free edge even under strong glass distortion.
Runtime Control
Blur intensity can be read and changed at runtime (0–1), for fading or scaling blur strength without touching the underlying settings.
Update Mode — blur no longer has to re-render every single frame. Set it to run at a capped rate, or freeze it entirely for panels that don't need to keep redrawing, like pause menus and modals. Skipped frames cost nothing extra, and the inspector estimates roughly how many frames your chosen rate actually saves at your target frame rate.
Shared Profiles
Up to 16 independent blur configurations (Blur Profiles) can run at once, and any number of panels can share one profile at zero extra GPU cost — even when several panels share the same algorithm at once. Profile assignments stay correct immediately after entering Play mode.
Editor Tooling
A Setup Wizard automatically adds the blur feature to your URP renderers on first import, and can be reopened any time from the Tools menu.
Quick-create menu items —
GameObject → UI → Blur Image and GameObject → 3D Object → Blur Object (also available from the Hierarchy + button) create an already-wired panel or 3D object with a default profile assigned, in one click. Adding either component directly via Add Component assigns a default profile automatically too, so nothing starts blank.Profile management is automatic — profiles stay in sync across your project and clean up after themselves when no longer used.
Inspectors for all three components show live previews, an at-a-glance performance cost using the same indicator everywhere, Update Mode controls, and, in Play mode, direct controls for testing.
Included
A default blur profile ready to use out of the box — attach a component and it just works, no setup required.
Sample normal maps (rock, tile, and bevel patterns) for the glass distortion effect, so you have something to try immediately.
An interactive demo scene comparing all six blur methods side by side.