Went a bit over 10 hours because I didn’t have anything to show for my work until now. I rewrote my rendering system which produces a 2D depth of field effect by blurring out the foreground and background layers. I had it working well enough previously, but I wanted to rewrite it to optimize performance and ease of use. Previously, 3 scene cameras were required, creating a heavy load with poor performance. In my updated version, only 1 scene camera is required and everything is handled internally, no complicated camera setups needed. I originally tried to achieve the effect using URP renderer lists, but this didn’t work very well because it rendered on top of the lighting pass, effectively causing everything to render without lighting. In the end, I opted to create a hidden internal camera which renders the color of the specific layers to blur, then blits the captured layers below and on top of the main scene with a blur shader, resulting in a blurred foreground and background.