How it works:
The shader draws a transparent mesh multiple times but always with a rotational offset. This can be used to fake that spin effect of a fast rotating rim or propeller of a plane or chopper.
Drawing a mesh needs one pass = one drawcall.
Less Drawcalls = Better performance!
The asset includes three versions of the fake blur shader and one shader for the unblurred object. The difference between the three fake blur shader versions is the pass count.
It is recommended to use the “FVRB_5_Passes” shader because it has the lowest pass count and so the lowes drawcall count. In most cases this gives a good result. A shader with higher pass count can give better results at higher rotation speeds but will create more drawcalls.