I am just starting to looking in to shaders and how they work, and how they manupulate the materials they are attached to. I am beginning to grasp the basics, and have an understanding (i think) over what is/must be possible.
I have been messing around with blurring, and trying to apply per-object motionblur to objects with that shader attached. I have semi-successfully created a type of depth blur, altho not as advanced as I would like to, but I have not been able to in any way make something blur when it moves.
Has anyone done this, or have some knowledge around this to share, preferrably unity-specific and in CG? I have been messing around with this for almost 24 hours now, and I am nearing my limit of fatigue - I would really appreciate some help on this matter.
Motion blur requires image effects thus requires unity Pro. Because the motion blur effect itself needs to be rendered beyond objects boundaries.
Although, just had an idea and i dont think if it would work or not, but you can put a nice plane object behind your objects and you can paste some pre rendered ghosted animated sprites on it which resembles the motion itself according to your camera motion. But im sure that would look ugly.
As I said, I was messing quite alot with this, and at one point I had a result where I had a texture rendering outside the object boundaries, kind of like a trail related to the camera view. Althogh this effect was clearly just some random behaviour I got from messing around just experimenting with code, this got me thinking that I could somehow do this. I have been looking at some code from another guy that has this implemented (only in pro though) attached via a script on the camera, and I see there where he gets the camera position and stuff delivered to the shader itself, and I understand the C# code - the problem here is that he uses Camera.OnRenderImage which is not available in free.
At this point I am acctually concidering looking for another engine/tool, because I cannot exclude these kind of effects from my game with todays standards, and I am kind of upset that these features are not supported in free (although I have read some info about the reasons).