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You may be looking for this addon: https://github.com/sphynx-owner/JFA_driven_motion_blur_addon |
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Thanks for the proposal! Consolidating in #3485. |
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Well, this feature is basically going to add a new built-in node to the engine, called "Blur2D". This is similar to Unreal Engine's UI Blur widget, where the blur effect is added seamlessly, and there are common parameters to adjust, e.g. blur type, strength, radius,...
NOTE: I know having multiple blur types all in one node will probably cause some performance issues, so to resolve this, how about we add a "Blur2D" class/category inside "2D", then inside that place various types of blur implementations. This should help readibility too.
This Blur node is going to add the effect at the 2D Screen Level to GUI nodes(Button's, Label's,...), and 2D nodes(TileMapLayer's, CharacterBody2D, ...). In a 3D scene, the blur effect will apply to the whole camera/viewport.
The node is inspired from Unreal Engine's UI widget.
Image from Unreal Engine showcasing the blur widget, and some of its parameters

I know this can be achieved through shaders... But still, I think alot of game-devs/designers would really enjoy having a simple way(node) to add blur effect, and change some easy parameters to get the desired effect without getting their hands dirty deep in the logic/implementation behind the effect itself.
I'm open to the idea of Blur3D, but, the fact is it's going to be alot more complex than 2D, and it could get messy fast, with the conflicts of different desired designs/results. So, I say we stick to just implementing Blur2D.
I don't have a working prototype, nor am I knowledgeable with Godot's code-base..., but I'm willing to test and give feedback to any implementations for this feature.
I'm willing to hear your thoughts, and how to improve the idea!
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