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Questions tagged [blur]

0 votes
0 answers
98 views

I had followed the youtube video by Technically harry to create a volumetric fog effect in Unity. But when I get close to a object, the noise is very noticeable which I would like to avoid. I tried ...
Akshay Dhotre's user avatar
1 vote
1 answer
94 views

I cast shadows in either opened or closed environment for a directional light whose lookat position follows the player position. So the shadowmap is refreshed regularly so that I cannot store a fixed ...
philB's user avatar
  • 333
0 votes
0 answers
39 views

SampleCmp can be used with texture having only a red channel (typically depth texture) or on texture having R+other channels but reading only the red channel. I'm storing two depths in RG channels and ...
philB's user avatar
  • 333
0 votes
0 answers
54 views

I'm doing 3x3 PCF blur with either Texture.SampleCmp (from CascadedShadow demo in DX11) or Texture.Sample (DX11 SM5) like this ...
philB's user avatar
  • 333
0 votes
1 answer
88 views

In a part of my level I have shadows close to the camera where a good blur is important. Currently I have implemented a 4x4 PCF, thus requiring 16 texture samplings. I'm trying to see if the ...
philB's user avatar
  • 333
4 votes
1 answer
172 views

For a school project, I had to read a scientific paper that talked about Ambient Occlusion. In it, the authors mentionned using a technique they call N-Buffering. From what I understood, it looks like ...
Gyoo's user avatar
  • 286
0 votes
0 answers
733 views

As the question states, is there a way to apply motion blur to UI elements that are being animated in Unity? I have an animation sequence that mostly consists of the UI text. So what I am trying to ...
Ivan's user avatar
  • 379
1 vote
0 answers
553 views

I'm using Unity 2019.3.7f1 to create a game. Some time ago I used the post-processing effects v2 package to add motion blur to my game, and it was working. Since then, I disabled these effects while I ...
Jean-Milost Reymond's user avatar
0 votes
0 answers
297 views

I didn't see any other questions like this that had an answer so I thought I'd ask in hopes this helps someone else too. I have a game I'm in the beginning stages of working on, and I've gotten to the ...
justthom8's user avatar
  • 123
0 votes
1 answer
265 views

I'm changing to bilateral blur for my SSAO implementation, just wondering how people usually combine the two passes - do you just add them together, or average, or something else? I happen to be ...
mike's user avatar
  • 123
0 votes
1 answer
240 views

I have implemented a two pass Gaussian blur shader in GLSL like this: ...
racz16's user avatar
  • 171
1 vote
1 answer
2k views

I implemented the GLSL from http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/, but is unclear to me how to reduce or increase the amount of blur. Has it something to do ...
Janis Taranda's user avatar
2 votes
1 answer
2k views

I've based my shader on this single pass shadertoy here: https://www.shadertoy.com/view/XdfGDH I applied the same shader and it looks like this: Scaled up so you can see the faint tears in the ...
Dan's user avatar
  • 276
1 vote
1 answer
322 views

I have set up my blur shader with the following header: ...
bitQUAKE's user avatar
  • 153
3 votes
1 answer
1k views

As the character in Chameleon Run runs, a water-like blur effect is created. I would really appreciate some guidelines on how I could create this effect in SpriteKit and Unity. Please see the image ...
Hilarious404's user avatar

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