I believe you will have to use image effects from pro in order to do this easily. Only other possible way I could think of doing this on free that could possibly function well wouldn’t use Unity’s GUI system but blur the texture of a 3d plane with transparency, so blur the texture rather than the scene.
If you want the background to be just a simple static image:
Take screenshot (Texture2D.ReadPixels)
Assign screenshot to full screen quad, with some blur shader on that
If the background should remain “dynamic”, showing the game & moving objects, while blurred
then you need to keep taking screenshots constantly… as in this package:
Could you be more specific? Is there a way for an artist to set this up without a programmer? And is this worth pursuing on mobile, relative to performance?
On mobile, you want to capture+blur the image one, when bringing up the UI, rather than every frame.
You can use a 2nd camera, or Camera.Render, to render the 3D content to a reduced-resolution RenderTexture, use a custom shader to blur it by blitting it to another RenderTexture, then display the result on a quad stretched to fill the screen.
Going a step further and blurring out UI canvases (e.g. UI behind a pop-up dialog) is problematic at the moment. There’s a known issue with Camera.Render, and UI scaling behaves quite undesirably if you try to render to a texture which is not precisely the resolution of the screen.