How can i slowly disable the blur effect ?

I found that only if i uncheck in the inspector the blur script there is no blur effect at all.
I tried to set the blur properties in the inspector all values to 0 but still the blur effect is still on.
Only if i disable the blur it self it back to normal. But i don’t want to make it right away without the blur effect but slowly to return from blur to normal.

There is two scripts attached to my FPSController: Blur and Blur Optimized
I can’t find the values to make that the blur effect will not be at all. Tried to reset everything on both scripts to 0 all values but it didn’t change much. Only if u uncheck and disable the Blur script the blur effect is gone.

But what i want to do is to make the blur effect gone slowly.

This is a script i did attached to another gameobject:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.Characters.FirstPerson;

public class FadeScript : MonoBehaviour
{
    public FirstPersonController fpc;
    public float fadeDuration = 5;
    public float speed;

    private Material material;
    private float targetAlpha = 0;
    private float lerpParam;
    private float startAlpha = 1;
    private bool rotated = false;

    void Start()
    {
        material = GetComponent<Renderer>().material;
        SetMaterialAlpha(1);

        fpc.enabled = false;
    }

    void Update()
    {
        lerpParam += Time.deltaTime;

        float alpha = Mathf.Lerp(startAlpha, targetAlpha, lerpParam / fadeDuration);
        SetMaterialAlpha(alpha);
   
        if (alpha == 0)
        {
            fpc.enabled = true;

            if (rotated == false)
            {
                fpc.GetComponent<FirstPersonController>().enabled = false;
                fpc.transform.localRotation = Quaternion.Slerp(fpc.transform.rotation, Quaternion.Euler(0, 0, 0), speed * Time.deltaTime);
            }

            if (fpc.transform.localRotation == Quaternion.Euler(0,0,0))
            {
                fpc.GetComponent<FirstPersonController>().enabled = true;
                rotated = true;
            }

            //FadeTo(1, 3);
        }
    }

    public void FadeTo(float alpha, float duration)
    {
        startAlpha = material.color.a;
        targetAlpha = alpha;
        fadeDuration = duration;
        lerpParam = 0;
    }

    private void SetMaterialAlpha(float alpha)
    {
        Color color = material.color;
        color.a = alpha;
        material.color = color;
    }
}

And what i want to do is somehow in this script in the part where it’s making the fading effect:

lerpParam += Time.deltaTime;

        float alpha = Mathf.Lerp(startAlpha, targetAlpha, lerpParam / fadeDuration);
        SetMaterialAlpha(alpha);

In this part i want to make that the blur effect will gone slowly.
Same like the fading effect but for the blur effect in the blur script.

This is a screenshot showing when it’s blur and while doing the fading effect when i’m running the game and this is where i want to make the blur slowly gone:

You’re trying to fade a material, not the blur image effects.

You should switch over to the new post processing stack: GitHub - Unity-Technologies/PostProcessing: Post Processing Stack

Check out the documentation on volumes. All of this sort of functionality is now built-in.