They asked me "Make a choice between performance or quality". I decided to choose both.
Whats in there?
- MULTIPLE BLUR OPTIONS
Three blurring options! Use any. Choose smooth or grainy, glassy or blocky
Check screenshots for comparison
- MULTI-PASS BLURRING OPTIONS
Includes option for multi pass blur. Set iterations count in render feature or controller to set number of passes.
Right now, the max number of passes is 100, since I thought those were sufficient but I will increase it if people want more. Message me if thats needed or increase the range yourself in render feature script. For reference, at iterations >30, the blur is already so heavy that background details are mostly only colors.
- VERY VERY VERY FAST ~0% PERFORMANCE LOSS STATIC MODE
Use static mode for static images or backgrounds with very little motion. So basically, pause menu, character menu, main menu etc. Unless your game is active and running in the background, static mode is always better than continuous mode.
This mode is very very fast with maximum 1 frame performance loss. You can even go 100 iterations gaussian blur and maximum performance impact will be a slight stutter for 1 frame.
Check screenshots for settings
- SCENE SPECIFIC BLUR SETTINGS
You can apply scene specific blur settings. so, for eg. main menu can have smooth blur while pause menu can have glassy blur.
You can also apply condition specific blur in same scene by activating and deactivating render blur controller with blur settings when needed. So, for eg. two menus in same scene can have different blur settings as long as both are not active at the same time.
- GLASS EFFECTS
You can produce really good looking glassy blur effects by tweaking values at high radius and low iterations count. Radius values above 15 will tend more towards glassy effects.
Check screenshots for reference.
- EXTENSIBLE
Use _RenderBlur in any shader graph to apply any further effect.
How to use?
Check screenshot or read below,
Support
Contact me in mail or gitlab issues if you need help with anything or need new features.
Issue Tracker: https://gitlab.com/Antiquete/renderblur
E-Mail: antiquete@protonmail.com
More blurs?
Yes, possible, tell which ones.
More optimizations?
Yes, definitely coming.
Credits
Dual Kawase: I mainly adapted baedrick's algorithm adaptation for Unity 6 render graph
Gaussian Blur: I used Daniel Llett's algorithm reference as a base but tweaked it a lot