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Question by Chocolade · Nov 06, 2017 at 02:20 PM · c#scripting problemscript.effectblur

How can i disable/enable slowly the blur effect using the blur script ?

I found that only if i uncheck in the inspector the blur script there is no blur effect at all. I tried to set the blur properties in the inspector all values to 0 but still the blur effect is still on. Only if i disable the blur it self it back to normal. But i don't want to make it right away without the blur effect but slowly to return from blur to normal.

Blur1

There is two scripts attached to my FPSController: Blur and Blur Optimized I can't find the values to make that the blur effect will not be at all. Tried to reset everything on both scripts to 0 all values but it didn't change much. Only if u uncheck and disable the Blur script the blur effect is gone.

But what i want to do is to make the blur effect gone slowly.

This is a script i did attached to another gameobject:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityStandardAssets.Characters.FirstPerson;
  
 public class FadeScript : MonoBehaviour
 {
     public FirstPersonController fpc;
     public float fadeDuration = 5;
     public float speed;
  
     private Material material;
     private float targetAlpha = 0;
     private float lerpParam;
     private float startAlpha = 1;
     private bool rotated = false;
  
     void Start()
     {
         material = GetComponent<Renderer>().material;
         SetMaterialAlpha(1);
  
         fpc.enabled = false;
     }
  
     void Update()
     {
         lerpParam += Time.deltaTime;
  
         float alpha = Mathf.Lerp(startAlpha, targetAlpha, lerpParam / fadeDuration);
         SetMaterialAlpha(alpha);
    
         if (alpha == 0)
         {
             fpc.enabled = true;
  
             if (rotated == false)
             {
                 fpc.GetComponent<FirstPersonController>().enabled = false;
                 fpc.transform.localRotation = Quaternion.Slerp(fpc.transform.rotation, Quaternion.Euler(0, 0, 0), speed * Time.deltaTime);
             }
  
             if (fpc.transform.localRotation == Quaternion.Euler(0,0,0))
             {
                 fpc.GetComponent<FirstPersonController>().enabled = true;
                 rotated = true;
             }
  
             //FadeTo(1, 3);
         }
     }
  
     public void FadeTo(float alpha, float duration)
     {
         startAlpha = material.color.a;
         targetAlpha = alpha;
         fadeDuration = duration;
         lerpParam = 0;
     }
  
     private void SetMaterialAlpha(float alpha)
     {
         Color color = material.color;
         color.a = alpha;
         material.color = color;
     }
 }

And what i want to do is somehow in this script in the part where it's making the fading effect:

 lerpParam += Time.deltaTime;
  
         float alpha = Mathf.Lerp(startAlpha, targetAlpha, lerpParam / fadeDuration);
         SetMaterialAlpha(alpha);


In this part i want to make that the blur effect will gone slowly. Same like the fading effect but for the blur effect in the blur script.

This is a screenshot showing when it's blur and while doing the fading effect when i'm running the game and this is where i want to make the blur slowly gone:

blur2

blur1.jpg (316.2 kB)
blur2.jpg (59.4 kB)
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