bauxitedev / godot-motion-blur Goto Github PK
View Code? Open in Web Editor NEWA motion blur shader for Godot 3.3
License: MIT License
A motion blur shader for Godot 3.3
License: MIT License
I just noticed an issue where the cam_rot_diff value jumps when camera's euler angles flip back around for a single frame. This creates a large blur in the opposite direction for just that frame. I'm not great with math, but luckily I do know a fix from working with quats in other areas.
You simply need to compare the 2 quats you are subtracting with a dot product, and negate if the result is negative:
var cam_rot_diff = cam_rot - cam_rot_prev
if cam_rot.dot(cam_rot_prev) < 0.0: # Wraparound Fix
cam_rot_diff = -cam_rot_diff;
Edit: The idea behind this is that sometimes the difference between 2 quats can be "the long way around" instead of the short. Think 350 degrees instead of -10. Negating a quat fixes this.
I hope this helps. :)
a have a car following camera and car is getting blurred .
in a fps game gun is getting blurred.
in unreal engine it does not work like that.
it can be fixed by rendering objects separately but that is not ideal in most of the cases..
Nice plugin!
Currently alpha transparency doesn't work if the .tscn file is attached to the camera --> object isn't rendered
Not sure how to change albedo_color to .rgba in the shader.
Sorry that this is such a bad issue description.
But it works really poorly on 3.1.
you should check yourself. I i have time i will add a screenshot
how can i make this work with a Camera2D? i cant figure it out…
I am not sure whether this is an issue, but I found that my FPS dropped to around 10 with this. Is there any way to make it faster?
Can you convert it to a TextureRect and put it inside the addon's folder? It would great!
It would replicate this behaviour:
https://godotengine.org/asset-library/asset/122
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