|Spread|Float2| How much the ghost images spread from the center real image to incur the blurring effect
|Spread|Float2| How much the ghost images spread from the center real image to incur the blurring effect
|SpreadMagnitudeTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| A texture to use that affects the strength of the blur effect.
|SpreadMagnitudeTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| A texture to use that affects the strength of the blur effect.
|UsePoissonDisc|Bool|
|UsePoissonDisc|Bool| Use the poisson disk blur algorithm
|DepthFadeDivisor|Float|
|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 <code>SpreadMagnitudeTexture</code>
|SpreadTextureScale|Float2| The uv scale of the <code>SpreadMagnitudeTexture</code>
|SpreadTextureOffset|Float2| The uv offset of the <code>SpreadMagnitudeTexture</code>
|SpreadTextureOffset|Float2| The uv offset of the <code>SpreadMagnitudeTexture</code>
|Refract|Bool|
|Refract|Bool| Whether this material should also do refraction effects.
|RefractionStrength|Float|
|RefractionStrength|Float| the strength of the refactions
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.
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.
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.
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.