The left half of the photo is the original, right half of the photo is after the effect is applied. In this scene, the floor and capsule is selected to be blurred.
EDIT: IF you already own a copy of Aubergines PostProcess Effects pack, this blur effect will be included in the next update to that package. But i dont mind alittle support
The mesh volume is blurred in screen space, not the textures. This is an image effect rather than an object shader.
It works with making a mask out of the scene from selected objects and only apply blur to this masked area.
I thought about adding an option to slightly expand volumes to give a fuzzy edge effect, but i will decide that in a further update after some feedback from customers.
Yeah, a variable smooth edges option would be nice.
Also, high blur values seems to give blocky results. Would it be possible to add an option that enables tweaking blur quality?
Its hard coded in the image effect shader, I can add a few more variations of the shader where the blur is calculated per texel size rather than random numbers to smooth out the blurring. Or 2-3 more passes to smooth out things.
Im open to suggestions at this stage. Ill consider anything you want.
Hi, I bought the assets yesterday - Thanks for the work. I’ve been looking for a per-object blur technique for a while.
Are there some constraints on what can be blurred? I have a bunch of transparent alpha-ed textures, some mapped to generated meshes (via UCLA mesh generator and some to 2D sprites). The images attached should indicate what I am trying to blur and some issues I am seeing.
[a] With the required shader transparent/diffuse - I see no blur effect. If I change the shader to diffuse only I see image -an indication that something is happening with the blur… I’m using Unity Pro 4.3.2f1 on a mac. I have a stack of image effects on the camera. Do let me know if there is any further info you may need to troubleshoot the issue! Kind regards, Ian [a]
Yes, i added the following so far:
*sm2.0 compatiblity
*variable for edge smoothness
edge smoothness is a global value though it does effect every blurred object and it looks kind of funny for very distant objects if blurred. We could use depth texture but i think its overkill. Distant objects should not be blurred.
EDIT: Should submit the update sometime around weekend.
Features:
*Folder structure changed to be compatible with my other products.
*Added variations of the image effect as SM2.0 and SM3.0
*Added support for TRANSPARENT objects.
Few notes about transparent objects: The unity standart shaders are not very standart actually. Unlit/mobile versions lack the _Color property but surface shader variations use _Color to calculate final transparency.
Because of this, i added couple fixes in the readme file for any case.
Cases are:
*If you use unlit/mobile shaders only,
*If you use surface shaders only,
*If you use all mixed up.
Hi, looks like ive submitted the wrong version.
Please reach me on my email which can be found on the readme file so i can send you the updated package.
I will also submit it again to the store right now.
As mentioned in a previous thread, I’m trying to selectively blur floors.
Here’s a very ugly screen:
The middle floor (blue tree) is where the player would be. The current effect gives hard edges. Is there a way to have varying blur amounts for each floor? I can’t seem to find the discussed ‘edge smoothness’ variable …