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    URP Distortion

    This is a URP and VFX Graph extension package that adds support for a Distortion Pass without modifying either package. With it, you can create VFX Graph particle outputs with distortion in the same way HDRP supports out of the box.

    How does this compare to other URP distortion solutions on the Asset Store?

    First, it integrates with VFX Graph the same way HDRP does. You get two new particle outputs for distortion: mesh and quad. Second, most other solutions render distortion directly onto the surface, while this one first collects all distortion renders into a separate target and applies them after the transparency pass. Although this introduces a few load and store operations, it avoids repetitive color-grab passes and is more optimized for large amounts of distortion—typical in particle systems. It also includes optimizations such as stencil filtering.

    Quick Start

    This guide assumes the reader is familiar with VFX Graph and its concepts.
    To add distortion, simply add Output Particle URP Distortion Quad.

    For more information, refer to:
    Output Distortion.

    Graphics Settings

    Go to Project Settings... -> Graphics and look for the section called Distortion. There you can access the settings of this package.

    IMPORTANT

    If your project uses both HDRP and URP, you will need to change three script meta files. This is because the distortion URP output scripts share the same GUID as the distortion HDRP output scripts. This is intentional, as projects rarely use both SRPs, and sharing GUIDs allows all VFX written with HDRP distortion to work in URP out of the box without any changes.

    Dependencies

    • Unity 6 or newer
    • Package com.unity.visualeffectgraph
    • Package com.unity.render-pipelines.universal

    Support

    If you have questions, encounter bugs, or have feature requests, use Discord.

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