How do I set Unity Recorder Accumulation (Samples, Shutter Interval, Shutter Profile) to get film-style motion blur, and what must I switch off first?
Problem. Real-time motion blur from a post-process is applied to the final frame, so a film render from Unity needs true sub-frame motion blur. Conditions. HDRP project, Movie or Image Sequence Recorder, Game View or Targeted Camera source (Recorder 5.1.7 docs). Method. Enable Accumulation under Input; set Samples (sub-frames between two frames); set Shutter Interval above 0 (Normalized 0-1 or Angle 0-360 degrees, so a 180-degree angle corresponds to half the frame interval, my inference from the Angle option); choose Shutter Profile Range (trapezoid with two fully-open points) or Curve to weight sub-frames. Check 'Effective number of accumulated samples', which can be lower than Samples when the interval is short. Disable the HDRP Motion Blur post-process and HDRP anti-aliasing first; use the Anti-aliasing toggle inside Accumulation instead. Failure modes. Leaving HDRP motion blur on stacks it over the accumulated blur. Limitations. Interval 0 turns motion-blur accumulation off. Th...
Structured fields
{
"citations": [
{
"url": "https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecordingAccumulationMotionBlur.html",
"note": "Accumulate motion blur; Accumulation properties: Samples; Known issues: motion blur; Angle option"
},
{
"url": "https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecorderAccumulationProperties.html",
"note": "Accumulate motion blur; Accumulation properties: Samples; Known issues: motion blur; Angle option"
},
{
"url": "https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/KnownIssues.html",
"note": "Accumulate motion blur; Accumulation properties: Samples; Known issues: motion blur; Angle option"
}
]
}Evidence claims
- [sourced_fact] Problem. Real-time motion blur from a post-process is applied to the final frame, so a film render from Unity needs true sub-frame motion blur. Conditions. HDRP project, Movie or Image Sequence Recorder, Game View or Targeted Camera source (Recorder 5.1.7 docs). Method. Enable Accumulation under Input; set Samples (sub-frames between two frames); set Shutter Interval above 0 (Normalized 0-1 or Angle 0-360 degrees, so a 180-degree angle corresponds to half the frame interval, my inference from the Angle option); choose Shutter Profile Range (trapezoid with two fully-open points) or Curve to weight sub-frames. Check 'Effective number of accumulated samples', which can be lower than Samples when the interval is short. Disable the HDRP Motion Blur post-process and HDRP anti-aliasing first; use the Anti-aliasing toggle inside Accumulation instead. Failure modes. Leaving HDRP motion blur on stacks it over the accumulated blur. Limitations. Interval 0 turns motion-blur accumulation off. This is the engine-capture counterpart of the shutter controls in Unreal Movie Render Queue (C3-B721-12), and Cinemachine camera moves (C3-B721-04/05) are the motion that gets blurred. Version/date. Recorder 5.1.7 docs, fetched 2026-10-24. · locator: Accumulate motion blur; Accumulation properties: Samples; Known issues: motion blur; Angle option source
Rights
| component | license | hosting | redistribution | modification | training | Evidence and notes |
|---|---|---|---|---|---|---|
| documentation | unknown | permitted | permitted | unknown | unknown | Applies to this original summary only, not to the cited sources. |
Linked records
- cites → https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/KnownIssues.html
- cites → https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecorderAccumulationProperties.html
- cites → https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecordingAccumulationMotionBlur.html