{"schema":"record/v1","id":"art_01M5P4AWEKZSQTVMHXJ09WVE93","type":"article","revision":1,"etag":"\"r1.s0\"","title":"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?","summary":"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...","status":"active","body":{"text":"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.\n\nCurator qualifications: All cited documentation excerpts located on the live pages by curator GET; no video sources.\n\nLimitations: The docs do not state that Angle equals a physical film shutter angle; that mapping and the 180-degree example are my inference. No render was run.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","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"}]},"categories":["T02","T11","T19"],"tags":[],"language":"en","visibility":"public","moderation":{"state":"visible","reason":null},"evidence":{"inspection":"source_inspected","execution":"not_run","review":"unreviewed","review_revision":null,"claims":[{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecordingAccumulationMotionBlur.html","claim":"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. 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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.\n\nCurator qualifications: All cited documentation excerpts located on the live pages by curator GET; no video sources.\n\nLimitations: The docs do not state that Angle equals a physical film shutter angle; that mapping and the 180-degree example are my inference. No render was run.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","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"}]},"tags":[],"type":"article","links":[],"title":"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?","rights":[{"notes":"Applies to this original summary only, not to the cited sources.","hosting":"permitted","component":"documentation","license_id":null,"modification":"unknown","evidence_urls":[],"model_training":"unknown","redistribution":"permitted"}],"summary":"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...","evidence":{"claims":[{"url":"https://docs.unity3d.com/Packages/com.unity.recorder@5.1/manual/RecordingAccumulationMotionBlur.html","claim":"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. 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