Blur ๐ซฅ
Blur, while able to be a simple screen blur, has a lot of potential for more complex effects and different styles. These styles are different, so I'll lay out some shared properties here and then break down the different styles.
- Gaussian: This is your standard blur. It copies the screen and spreads out the copies to blur it. With June, you can also determine the shape that the gaussian will spread out in. This is done with the
Shapeproperty - we'll get to that later. - Selective: This is similar to gaussian, but instead it will only blur either light colours (
Dilution) or dark colours (Erosion). In this process, it'll disregard the other colours of the blurred copies, making those areas stand out more. - Bloom: Bloom, in the simplest terms, adds glow through blur to bright spots on the screen. This is very different than how
Selectiveblurs light colours, because whileSelectivewill blur the whole screen then throw out the dark colours,Bloomwill only blur the bright spots and then add that blur to the screen. - Bokeh: Simulates a camera's depth-of-field effect to blur background objects. This effect requires a
Depth Light- see Recurring Settings โป๏ธ -> Depth for more information. - Frosted: Scatters the area that it blurs to create a frosted glass effect. It can be used as a cheaper blur alternative (as it uses less copies of the screen), or as a stylized effect.
- Pixel Distort: This blur follows the
Gaussianblur with aDualshape, but also allows you to distort and pixelate the blurred copies of the screen. - Extrusion: Pulls copies of the screen outwards in different shapes (ex. squares or hexagons) to create a 3D effect.
- Smear: Smears the screen in a 2D space based on a luminance threshold. Sort of like a 2D version of
Extrusion. - Zoom, Radial, and Other Goodies: This is basically everything else! You can create a blur that rotates circularly around a point (like those panic memes), pulling the screen forward to create a zoom effect, a radial blur, and coloured rays.
Gaussianโ
While this is the most standard blur, you still have a fair bit of control and customisation with it.
- Shape: As you blur the screen, the copies of the screen spread out. This determines the shape that the copies will spread out in.
- Stellate: The copies will spread out in a star shape. This is the default (and suggested if you don't know what to pick).
- Directional: The copies move in one direction which can be adjusted.
- Dual: The copies move in two, opposite directions, which can be adjusted.
- Hatch: The copies move left, right, up, and down, similar to a crosshair/plus sign/cross.
- Box: The copies move in a box shape.
- Rounded: The copies move in a rounded box shape.
- Circular: The copies move in a circular shape.
The rest of the settings in Gaussian are shared with the other blurs, please see Shared Settings for more information.
Selectiveโ
This is a highly stylised blur that will either lighten or darken the colours that it is blurring.
Sleective Blur Preview
Dilution (Left) vs Erosion (Right)
- Style: Controls the areas of the screen that are blurred.
- Dilution: This will blur the light colours of the screen, while disregarding the dark colours.
- Erosion: This will blur the dark colours of the screen, while disregarding the light colours.
Bloomโ
Bloom will make your screen glow! Kind of like a camera lens at night being overexposed.
- Soft Threshold: This is the minimum brightness that will be blurred. If the brightness of the pixel is below this, it will not be blurred.
- Hard Threshold: This is the maximum brightness that will be blurred. If the brightness of the pixel is above this, it will not be blurred.
- Iterations: This is the maximum brightness that will be added to the blurred pixel. If the brightness of the pixel is above this, it will not be added.
- Intensity: This is the amount of brightness that will be added to the blurred pixel. If the brightness of the pixel is above this, it will not be added.
Bokehโ
Bokeh is a camera effect that simulates the depth-of-field effect. This requires a Depth Light to work, so make sure you have one set up before using this! Also, thank you to @TechDevOnGithub for helping with this effect!
- Center of Confusion: This is the point that will be in focus. The blur will be applied to everything else.
- Focal Depth: This is the distance that will be blurred. The further away from the
Center of Confusion, the more blurred it will be. - Far Plane Limit: This is the maximum distance that will be blurred. If the distance is greater than this, it will not be blurred.
- Frame Rejection: If enabled, this will reject the pixels that are not in the
Center of Confusionand blur the pixels that are. This is useful for creating a more realistic depth-of-field effect.- Rejection Response: This is the amount of rejection that will be applied to the pixels that are not in the
Center of Confusion. The higher the value, the more pixels will be rejected.
- Rejection Response: This is the amount of rejection that will be applied to the pixels that are not in the
Frostedโ
Frosted is a stylised blur that scatters the pixels to create a frosted glass effect. This can be used as a cheaper alternative to Gaussian, or as a stylised effect.
- Frosted Radius: Controls how spread out the dither itself is.
Pixel Distortโ
This is similar to a Gaussian blur with the Dual shape, but also allows you to distort and pixelate the blurred copies of the screen.
Preview Video (Distortion Only)
- Pixelation: The higher the value, the more pixelated the blurred copies will be. At
100(the default value), it is disabled. - Distortion: Controls how distorted the blurred copies will be. At
0(the default value), it is disabled. - Weight: How much individual copies differ in their pixelation and distortion strength. A lower weight will mean that the copies will have a greater range of pixelation and distortion (for instance, at 0.2) while at a lower value the copies will be more similar (for instance, at 2).
Extrusionโ
Extrusion pulls copies of the screen forwards in different shapes (ex. squares or hexagons) to create a 3D effect. For the Squaes shape, think of it like the screen is a flat surface and you are building Legos on top of it.
- Shape: The shape that the copies will be pulled in.
- Rays: This just pulls the screen forward as-is and not in any specific shape.
- Squares: This pulls the screen forward in a square shape.
- Hexagons: This pulls the screen forward in a hexagon shape.
- Luma Threshold: How much luminance is needed to pull the screen forward. A higher value will mean that more of the screen will be pulled forward.
- Shadows: This will add shadows to the copies of the screen further away from the camera (the copies at the "bottom" of the stack). This adds more depth and makes it easier to see the 3D effect.
0means that it is disabled. - Angle X, Angle Y: These control the angle of the extrusion. Use X and Y to control the horizontal and vertical angles that the extrusion is pulled out towards. Leave both at
0to pull the extrusion straight out from the screen.
Smearโ
Smear is like a 2D version of Extrusion - instead of blurring the screen in a 3D space on the Z axis, it blurs the screen in a 2D space on the X and Y axis. This creates a sort of smeared-paintbrush effect.
- Luma Threshold: How much luminance is needed to smear the screen. A higher value will mean that more of the screen will be smeared.
Zoom, Radial, and Other Goodiesโ
This is basically everything else! You can create a blur that rotates circularly around a point (like those panic memes), pulling the screen forward to create a zoom effect, a radial blur, and coloured rays.
- Shape: Controls what kind of blur is used here.
- Rotation: This will rotate the screen around a point. Copies of the screen will each have a different step in the rotation, creating a circular blur.
- Zoom: This will pull each copy of the screen forward.
- Radial: Similar to zoom, but takes the distance from the center of the screen into account. This means that the copies of the screen will be pulled forward in a curved way.
- Projectino: For most purposes, similar to
Zoom. - Rays: Similar to
ZoomandProjection, but copies of the screen are thresholded so that only parts of them are pulled forward (creating "rays).
- Rainbow: Lets each layer be a different colour, creating a smooth and animated rainbow effect across the blur.
- Outline Width: If above
0, applies an outline to each copy of the blur.- Outline Tolerance: The amount of lines that are created in the outline.
- Outline Apply:
0will add the outline to the blur, while1will replace the blur with the outline. - Lighting: Adds lighting to the outline to help it stand out more.
- Outline Colour: The colour of the outline.
For the Rays shape, you must use an outline for it to work properly.
- Rays Shadow: Add a shadow to the ray copies closer to the original screen. This adds more depth and makes it easier to see the 3D effect.
0means that it is disabled. A negative value will make the base of the rays glow instead. - Rays Threshold: How much luminance is needed to pull the screen forward. A higher value will mean that more of the screen will be pulled forward.
Shared Settingsโ
Shared Settings are used between multiple styles of blurs, so if you see them and have a question about what it does, look here!
- Dithering: Dithering applies a small pattern to each layer to spread it out a little more. This is a technique used for lower-quality materials to compensate for the lack of layers. If you are using a lower
Rendering -> Shader Quality, then I suggest using dithering to help mask the lack of layers and make the effect look "smoother". If you are using a higherRendering -> Shader Quality, you probably don't need this. - Angle Power: If you wish to change the rotation of the blur direction, this will control it - otherwise leave it at
0. - Angle Speed: If you wish to animate the rotation of the blur direction, this will control it - otherwise leave it at
0. - Opacity: How visible the blur is.
0means that it is disabled, while1means that it is fully visible.- Glow: If above
1, the blur will brighten the screen. - Colour: Optionally, add a colour to the blur.
- Glow: If above
- Tilt Shift: Turning this up will make it so that the blur is only applied to the top and bottom of the screen.
- Depth: Optionally, use depth to control how far the blur is applied.
- Radial: Optionally, control the strength of the blur in relation to the distance from the center of the screen.