World Space UI
World Space UI face the same problem as blurring other UIs - if we want to batch blurring operations to achieve high performance, we cannot have Translucent Images interleaved between what they want to blur. If you simply put Translucent Images in world space, they will continuously blur themselves, causing an "overexposed" effect.
To work around this, use a separated Camera for Translucent Images, an example of this setup available at:
Le Tai Asset/TranlucentImage/Demo/World Space UI. Particularly, the World UI Camera should:
- Have higher Depth than your Main Camera.
- Have Culling Mask set to UI layer only.
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 simplest way.
Also, your Main Camera should have Culling Mask set to exclude UI layer.
Now, your Translucent Images should appear on top of scene geometry all the time, even if they are further away. While this is not ideal, it satisfies many use case, for example, world-space HUD, and allow for far better performance.