The effect descriptions on this page refer to the default effects found within the post-processing stack.
Motion Blur is a common post-processing effect that simulates the blurring of an image when objects filmed by a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary are moving faster than the camera__’s exposure time. This can be caused by rapidly moving objects or a long exposure time. Motion Blur__ is used to subtle effect in most types of games but exaggerated in some genres, such as racing games.
The Motion Blur techniques supplied in the post-processing stack are:
Shutter Speed Simulation
Multiple Frame Blending
Shutter Speed Simulation provides a more accurate representation of a camera’s blur properties. However, as it requires Motion Vector support it is more expensive and not supported on some platforms. It is the recommended technique for desktop and console platforms. This effect approximates Motion Blur by storing the motion of pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary on screen in a Velocity buffer. This buffer is then used to blur pixels based on the distance they have moved since the last frame was drawn.
Property: | Function: |
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Shutter Angle | The angle of the rotary shutter. Larger values give longer exposure therefore a stronger blur effect. |
Sample Count | The amount of sample points, which affects quality and performances. |
Motion Vectors
Depth texture
ShaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary model 3
See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware.
The Multiple Frame Blending effect simply multiplies the previous four frames over the current frame, weighted towards the more recent frames. Whilst this effect will work on all platforms, as it does not require Motion Vector or Depth texture support, it requires storing two history buffers (luma and chroma) of the last four frames which uses memory.
Property: | Function: |
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Frame Blending | The strength of multiple frame blending. The opacity of the preceding frames are determined from this coefficient and time differences. |
See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware.
2017–05–24 Page published with no editorial review
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