World Space UI
World Space UI faces the same problem as blurring other UIs. Putting Translucent Images in world space will cause them to continuously blur themselves, becoming more opaque over time. See the linked page for reasoning.
The solution is also the same: use a separate Camera for the Translucent Images, an example of this setup is in the scene: Le Tai Asset/TranlucentImage/Demo/World Space UI
. Particularly, the World UI Camera should:
- Have a higher Depth than your Main Camera (or order in URP).
- Have Culling Mask set to UI layer only.
- Have
Depth only
clear Flags. - Other properties should match your Main Camera setting.
- Be in the same position as your Main Camera - setting it as children with position and rotation of (0,0,0) is the easiest way.
Also, your Main Camera should have its Culling Mask set to exclude the UI layer.
Now, your Translucent Images will always appear on top of scene geometry, even if they are further away. While this is not ideal in some situations, it still satisfies many use cases, and allows for significantly better performance.