![]() ![]() ![]() See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware. Shader A 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. The amount of sample points, which affects quality and performances. Larger values give longer exposure therefore a stronger blur effect. This buffer is then used to blur pixels based on the distance they have moved since the last frame was drawn. More info See in Glossary on screen in a Velocity buffer. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. This effect approximates Motion Blur by storing the motion of pixels The smallest unit in a computer image. It is the recommended technique for desktop and console platforms. However, as it requires Motion Vector support it is more expensive and not supported on some platforms. Shutter Speed Simulation provides a more accurate representation of a camera’s blur properties. The Motion Blur techniques supplied in the post-processing stack are: Motion Blur_ is used to subtle effect in most types of games but exaggerated in some genres, such as racing games. This can be caused by rapidly moving objects or a long exposure time. More info See in Glossary are moving faster than the camera_’s exposure time. The output is either drawn to the screen or captured as a texture. Motion Blur is a common post-processing effect that simulates the blurring of an image when objects filmed by a camera A component which creates an image of a particular viewpoint in your scene. ![]() The effect descriptions on this page refer to the default effects found within the post-processing stack. ![]()
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