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|Rect|Rect| {{Template:Material_Rect}} | |Rect|Rect| {{Template:Material_Rect}} | ||
|RectClip|Bool| {{Template:Material_RectClip}} | |RectClip|Bool| {{Template:Material_RectClip}} | ||
|ColorMask|ColorMask| | |ColorMask|ColorMask| {{Template:Material_ColorMask}} | ||
|StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}} | |StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}} | ||
|StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}} | |StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}} |
Latest revision as of 03:24, 2 January 2025
Component image 
Blur Material component as seen in the Scene Inspector

The BlurMaterial Component is used to blur objects rendered behind it, by first rendering everything behind it using z-test and then grabbing the pixels, then creating spread transparent ghost images of the original pixels to give the illusion of blur.
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. |
HighPriorityIntegration
|
Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. |
Rect
|
Rect | See RectClip on Materials. |
RectClip
|
Bool | Toggles if the material should use Rect
|
ColorMask
|
ColorMask | What colors behind the material should make it through the filter. |
StencilComparison
|
StencilComparison | See Type:StencilComparison for an in depth explanation on what this does. |
StencilOperation
|
StencilOperation | See Type:StencilOperation for an in depth explanation on what this does. |
StencilID
|
Byte | The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel. |
StencilWriteMask
|
Byte | does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer. |
StencilReadMask
|
Byte | is bitwise ANDed with the Stencil in the frame buffer before the test compares them. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Iterations
|
Int | How many ghost images to make in order to incur the blurring effect |
Spread
|
Float2 | How much the ghost images spread from the center real image to incur the blurring effect |
SpreadMagnitudeTexture
|
ITexture2D | A texture to use that affects the strength of the blur effect. |
UsePoissonDisc
|
Bool | Use the poisson disk blur algorithm |
DepthFadeDivisor
|
Float | This setting uses the depth of the scene as a scaling factor for how blurry the filter is based on this depth, so further out objects get more blurry. |
SpreadTextureScale
|
Float2 | The uv scale of the SpreadMagnitudeTexture
|
SpreadTextureOffset
|
Float2 | The uv offset of the SpreadMagnitudeTexture
|
Refract
|
Bool | Whether this material should also do refraction effects. |
RefractionStrength
|
Float | the strength of the refactions |
NormalMap
|
ITexture2D | The normal map used in the refraction effect. |
NormalTextureScale
|
Float2 | The scale of the NormalMap texture.
|
NormalTextureOffset
|
Float2 | The offset of the NormalMap texture.
|
PerObject
|
Bool | Whether to do the effect per object rather than to the entire image grab pass done by the shader by default. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
Sidedness
|
Sidedness | Render on both sides of the mesh, front, or back. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
ZTest
|
ZTest | Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera |
_global
|
Shader | shader Internal. |
_perObject
|
Shader | shader Internal. |
Usage
Used to make drunk effects, privacy glass, or magic effects.
Examples
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