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Simulate Motion Blur
Hello Guys,
A couple of days ago, I got that flash: Why not add Motion Blur to your shell for more realistic shooting?
The problem: I do not have Unity Pro. My question is do you know any way how to simulate Motion Blur in the Indie Version of Unity. I make search and find that the Motion Blur in the Pro License is a script and I also find this Trail Renderer. Just want to know if you know any way for simulate Motion Blur or tips for creating a prototype using the methods I previously explain.
Best Regards,
Nb1
Answer by qwee · Aug 18, 2012 at 07:58 PM
Hi for the motion blur effect you can find a code on-line that make this though you haven't got Unity Pro. Look this site http://forum.unity3d.com/threads/61133-Motion-blur-for-Unity-3. I think that this can work. Let me know.
Answer by ScroodgeM · Aug 18, 2012 at 07:32 PM
solution 1
trail renderer. this can render an object's trail to make a visual effect of some trail in world. with some artistic customizing can be a good solution
solution 2
in the real world motion blur is caused by camera's exposure. object moves while one frame in real camera is making and this makes a trail of object in one frame. this can be reproduced by rendering an object in more then one position. for example, bullet object rendered in it's real position, and some other semi-transparent bullets can be rendered as a trail behind the bullet. this can make motion blur for bullet only.
if you want to make motion blur for whole screen, you need to save some frames rendered (from 1 to 3 usually) and blend every new frame with these saved before (for example, 50% of new just rendered frame, 25% for 1 frame before, 12% for -2 and -3 frames). this will make more realistic motion blur like it looks at real cameras.
How could achieve the solution 2? Using a script?
blur for bullet only can be achieved without script.
just duplicate the bullet about 10 times and place it one-follows-others (in "train"). remove all components from copies except $$anonymous$$eshRenderer and $$anonymous$$eshFilter, these two needed for visual rendering.
to make realistic effect you also need to make bullets more transparency as it goes farther from original bullet from opaque to invisible
now save all bullets as a single prefab and use it as before.
to got 1 drawcall you need also combine mesh with vertex colors to use single material, but this is another story. try it first and feedback if it's O$$anonymous$$.
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