Easyflow Motion Blur [RELEASED]

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Get Easyflow for only $50 USD

** Only for Unity Pro **
(requires full-screen post-processing effects)

Try Easyflow Now

About Easyflow

Easyflow is a complete and fast full-scene vector motion blur effect that works with all opaque and coverage/alpha-test surfaces. It supports both stationary and moving objects as well as Skinned and Cloth meshes. Handles translation as well as rotation on camera and dynamic objects using per-pixel vectors.

Features

  • Full-scene vector motion blur
  • Variable quality steps
  • Camera and moving objects
  • Skinned and cloth meshes
  • NEW! Improved runtime object handling
  • NEW! Massive performance improvements
  • NEW! Lower draw call overhead
  • NEW! Soft edge bleeding

[
Click to Try the Easyflow WebPlayer Demo

](http://insidious.pt/demos/easyflow/)

This plugin is really easy to use: just apply our “Easyflow Motion Blur” image effect to your camera and it’ll just work with none or minimal tweaks to available properties.


Unity Bootcamp Demo


Unity AngryBots Demo


Unity CarTutorial Demo

Where To Buy

You may purchase securely at out website.

Feel free to contact us if you need more information, either using our feedback page or directly using contact information available at our company page.

Have you tried this on mobiles yet?

Not yet. But I will test iPad3 support very soon, possibly this week.

In the meantime, if any of you care to test, please do. It should work right off the bat. At the moment, the only platform explicitly unsupported is Flash due to shader restrictions.

How does the effect handle alpha blended textures?

Did you read the description?

Great stuff btw. Looks really neat.

Thanks, nipoco!

ddeaco, unfortunately there’s no easy way to handle semi-transparent surfaces within the restrictions I’m faced with. They will, however, inherit motion vectors from opaque surfaces behind them so it still works fairly well in most cases.

Can you specify what will receive motion blur or will it blur everything at all times when there is movement?

This is a full screen motion blur… :slight_smile:

DigitalGlass, like Neptune_Imaging said, it is a fullscreen effect and all dynamic or static, skinned and cloth meshes are blurred according based on their own movement or the camera movement. Particles (working to add), Tearable Cloth (hoping to fix) and semi-transparent are notable exceptions of meshes that only get blur from camera movement.

I did that’s why I asked.

I thought this might be the case, just wanted to check just in case the transparent surfaces for some reason might just write nothing into the motion vectors.

Thanks David.

Hi Diogo,
I’m impressed about the work, great job!

Based my experience on motion blur on some platforms, since its screen effect, you can’t exclude objects that you don’t want to blurred when it moves. Like your vehicle car in race game. Does your script allows us to exclude objects prevent blurring on move?

ddeaco, fair enough. There’s an “easier” way to do it using anisotropic texture sampling manipulation, but it would require 1) anisotropic filtering to be enabled, but I’m targeting low-end hw with this verison; 2) more complex user interaction, by requiring changes to the standard shaders or simply using non-standard shaders.

Yusuf, thanks! Fair question. Not at the moment, but I took the opportunity to add it as a high priority feature for the next update. I could do it by adding a “culling mask” property to the image effect.

+1

Great news! I was hesitant on buying without some form of object culling planned. *buys easyflow

edit:

Oh hey, dynamic objects have to be registered. This actually solves my problem because most of my gameobjects are runtime instantiated anyways.

I bought this – kind of mixed results for me as I’m running into early buyer issues.

I’m also using the beta releases of Unity 4, so that’s a gamble with asset store releases right now.

The effect itself is pretty good, but I’m seeing some serious issues. I’ll try to narrow them down to more exact repro cases if I can find some free time, but time is in very short supply and understandably saving time is one of the reasons I bought the asset in the first place. :slight_smile:

First off, it looks like only 256 objects are supported. I’m seeing hundreds of overflow warnings:

[Easyflow] Object ID overflow at 257. Please enable static “Static” flag on static GameObjects.
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
Easyflow:GenerateObjectId(GameObject)
EasyflowObject:Start()

Disabling objects in my scene cleared up the warnings.

Secondly, even with staying under the object cap, it seems like this image effect is causing some strangeness with my particular scene and is somehow affecting lighting/texturing of my walls and causing them to appear pitch black if this effect is enabled when starting the game.

Thirdly, if I leave this effect disabled when starting the game, then pause, enable it in the inspector, and unpause, the above issue doesn’t occur, but the image quality is severely degraded and everything looks very pixelated and low-rez. Pretty strange.

Hopefully these issues can be tracked down and addressed soon. :slight_smile:

Also, in case anyone was wondering, this asset is released as a managed DLL and it looks like it’s very clean about GC allocations (I didn’t see any runtime allocations in the few minutes I was testing with the deep profiler going).

Oh, some more info:

The low-rez bug is just due to the image effect not reacting to screen size adjustments.

Repro Steps:

Make your game view very small in the editor.
Adjust the game view’s screen size while the game is running. (Press play, Pause, Resize the game view to be larger, Unpause).
The effect will be low-rez / pixelated.

Great news! I was hesitant on buying without some form of object culling planned. *buys easyflow

Thanks! I’ll try to get this feature out in the next couple of days, at most.

The low-rez bug is just due to the image effect not reacting to screen size adjustments.

kersk, indeed there might be an issue there. I’ll have a look at it right now. This is related to issue #3, right?

First off, it looks like only 256 objects are supported. I’m seeing hundreds of overflow warnings:

This is a limitation but not a very serious one. The limit is for visible objects (per frame) and they can share id. The id manager needs a tweak. I’ll get on it.

The effect itself is pretty good, but I’m seeing some serious issues. I’ll try to narrow them down to more exact repro cases if I can find some free time, but time is in very short supply and understandably saving time is one of the reasons I bought the asset in the first place.

I’ll try to fix these issues as fast as I possibly can. Thanks for the feedback!

Great, thanks Diogo. I hope you handle that culling feature soon.

Btw, can I change amount of blur onfly? Like vehicle speeds more then blur more?

And, Cool review kersk!..

Btw, can I change amount of blur onfly? Like vehicle speeds more then blur more?

Yes, there’s no limitation to changing Motion Scale at runtime. However, I just noticed that I’ve locked it to a private variable, so you can’t do it via scripting at the moment. Big mistake. I’ll fix this in the next update.

kersk, I was doing some tests and the severe corruption you get might not be related only to screen size changes. There is an artifact yes, but not that aggressive. I just fixed it. Also got rid of the object ID warning, which isn’t really serious anyway and id management will be silent from now on. I’ll upload later today, after I tackle other issues mentioned in this thread.

I’m also going to do further tests on Unity 4 beta, which is unsupported at the moment. I guess now might be a good time to start supporting it as well.