I’m trying to replicate the blur effect seen in the CSGO Panorama UI for my unity project, but I’m having trouble getting it to look the same.
In CSGO’s Panorama UI, the background elements seem to blur smoothly when a menu or panel is opened, giving a subtle frosted glass effect behind the UI. This blur effect doesn’t look like a simple Gaussian blur but feels dynamic and adapts to the elements behind it, almost like a glassmorphism effect.
I’ve tried a few approaches such as applying a basic blur shader, but it doesn’t quite achieve the same result. I am wondering if there is something specific about how Panorama handles layers, post-processing, or performance optimizations that could help achieve a similar look.
- I implemented a Gaussian blur shader, but it appears too static and heavy on performance.
- I’ve experimented with using a blur post-processing effect, but it doesn’t interact with the UI in the way Panorama does (i.e., the blur doesn’t seem to integrate well with the UI elements in real-time).