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✅ Default pipeline works with Unity versions higher than 2017.4.1f
✅ LWRP works only with Unity versions higher than 2019.1.0f1
✅ URP works only with Unity versions higher than 2019.3.0
⚜️ Fastest Solution on the market! ⚜️
⭐Supports Multi-pass VR
⭐Supports Single-pass instanced or Multiview VR(Oculus devices)
⭐Supports Single-pass VR
⭐ UPDATE ⭐
Now shader can work without custom materials using depth texture. But the version with custom materials is still in the projects. The custom material approach is relatively fast, so try to use it for mobile projects.
SHADERS
* DOFBlurBloom - The fastest depth of field shader in the Asset Store. Runs at 46-55 fps on low-end device.
* Unlit - Modified and optimized version of standart mobile Unlit shader.
* Diffuse - Modified and optimized version of standart mobile Diffuse shader.
* Specular - Modified and optimized version of standart mobile Specular shader.
* Bumped Diffuse - Modified and optimized version of standart mobile Diffuse shader.
* Bumped Specular - Modified and optimized version of standart mobile Specular shader.
* Transparent - Modified and optimized version of standart Cutout shader.
❗NOTE❗ All the testing was made on low-end mobile device Meizu M2 Note in the scene containing:
◼️ 65 different gameObjects,
◼️ 68 different Materials,
◼️ 57 different Textures,
◼️ 1 Directional Light(realtime),
◼️ approximately 40k polygons
✅ LWRP works only with Unity versions higher than 2019.1.0f1
✅ URP works only with Unity versions higher than 2019.3.0
⚜️ Fastest Solution on the market! ⚜️
⭐Supports Multi-pass VR
⭐Supports Single-pass instanced or Multiview VR(Oculus devices)
⭐Supports Single-pass VR
⭐ UPDATE ⭐
Now shader can work without custom materials using depth texture. But the version with custom materials is still in the projects. The custom material approach is relatively fast, so try to use it for mobile projects.
This asset consists of shaders for applying the depth of field, blur, and bloom to the scene.This approach is the fastest in the market. During development the main goal was to maximally optimize the well-known depth of field blur and bloom technique, keeping the quality of the final image. The shader was tested on the low-end mobile device in a loaded scene.
SHADERS
* DOFBlurBloom - The fastest depth of field shader in the Asset Store. Runs at 46-55 fps on low-end device.
* Unlit - Modified and optimized version of standart mobile Unlit shader.
* Diffuse - Modified and optimized version of standart mobile Diffuse shader.
* Specular - Modified and optimized version of standart mobile Specular shader.
* Bumped Diffuse - Modified and optimized version of standart mobile Diffuse shader.
* Bumped Specular - Modified and optimized version of standart mobile Specular shader.
* Transparent - Modified and optimized version of standart Cutout shader.
❗NOTE❗ All the testing was made on low-end mobile device Meizu M2 Note in the scene containing:
◼️ 65 different gameObjects,
◼️ 68 different Materials,
◼️ 57 different Textures,
◼️ 1 Directional Light(realtime),
◼️ approximately 40k polygons
Fast DOF Bloom Blur ( Mobile , URP , VR , AR , LWRP, Default Pipeline )
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$7
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