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 is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface. | 
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 | Template:Material global | 
_perObject
 | 
Shader | Template:Material perObject | 
Usage
Used to make drunk effects, privacy glass, or magic effects.
Examples
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