Expand description
Velocity-based motion blur pass.
High-velocity glyphs are sampled multiple times along their screen-space velocity vector with decreasing opacity, creating realistic motion streaks. The blur is:
- Proportional to screen-space velocity magnitude
- Directional (samples along the velocity vector)
- Weighted by a falloff curve (more opacity near the actual position)
- Optional: camera motion blur (blur entire frame by camera delta)
The velocity buffer is a CPU-side 2-channel texture (screen-space velocity per pixel).
Structs§
- Motion
Blur Params - Motion blur pass parameters.
- Velocity
Buffer - Per-pixel screen-space velocity (in UV units/frame).
Enums§
- Blur
Quality - Quality setting for blur sampling.
Functions§
- blur_
sample_ uvs - Compute sample UV offsets along a velocity vector.
- sample_
weight - Compute the opacity weight for the i-th sample in a blur of N samples.