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Fixed in 2022.3.2f1, 2023.1.3f1, 2023.2.0a16



Found in




Issue ID




Motion blur doesn't work when rendering a custom shader procedurally



How to reproduce:
1. Open the user-attached project “TestIndirectMotionVectors”
2. Open the “RenderInderectMotion” scene
3. Enter the Play Mode
4. Observe the Cubes

Expected result: Both Cubes are blurry
Actual result: The bottom cube is not blurry

Reproducible in: 2022.2.0b4, 2022.2.6f1, 2023.1.0a5, 2023.1.0b4, 2023.2.0a2
Not reproducible in: 2021.3.19f1, 2022.2.0b3, 2023.1.0a4
Couldn’t test with: 2020.3.45f1 (The Script syntax is not supported)

Reproducible on: Windows 11 Pro

Note: Also reproducible in Player

Comments (2)

  1. MattCarr

    Mar 18, 2023 03:12

    Yes, unfortunately that's not the title I submitted the bug with and it doesn't describe the scope of the problem. Whoever does the bug verification on the Unity side rewrites the bug report for the Issue Tracker with a new title and description.

    I have word now that this is bug is getting worked on.

  2. PutridEx

    Mar 17, 2023 07:10

    The title is a bit misleading, the issue is bigger than just motion blur problems -- motion vectors for indirect instanced rendered objects are completely broken now, unlike previous version.
    This will create issues for things like TAA/Motion blur and anything using motion vectors, it's a big regression

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