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How to achieve this blurring effect

Discussion in '2D' started by Neeko, Aug 26, 2014.

  1. Neeko

    Neeko

    Joined:
    Mar 9, 2012
    Posts:
    24
    Firstly, what would you call the name of the this type of effect? Is it simply considered blurring?



    And secondly, how would you go about achieving this? No idea were I would start. It looks like they are just lerping to increase the size of all pixels and lerping back to normal. Would using shaders be easiest?
     
    Last edited: Aug 26, 2014
  2. Limeoats

    Limeoats

    Joined:
    Aug 6, 2014
    Posts:
    104
    You linked a 4 hour video to show what you are talking about.
    Could you provide the time in the video where the effect you're talking about occurs?
     
  3. Neeko

    Neeko

    Joined:
    Mar 9, 2012
    Posts:
    24
    The video should start at 24:20 when you click on it.
     
  4. Limeoats

    Limeoats

    Joined:
    Aug 6, 2014
    Posts:
    104
    Mine started from the beginning when I clicked on it.
     
  5. imaginaryhuman

    imaginaryhuman

    Joined:
    Mar 21, 2010
    Posts:
    5,834
    Yah.

    Anyway, this is called `de-res`, or de-resolution. There are a few ways to do it. It is not a blur.

    You could do it with a rendertexture or grab to texture.... once you've got the screen stored in a texture, you have a couple of options.... you could do a custom shader which then outputs that texture (to a quad/cube covering the screen) but which modifies the texture coordinates on the fly so that multiple pixels sample the same source pixel, based on a scale factor. Another way is to instead draw the texture at a smaller size (either to the backbuffer and regrab it, or to a render texture)... and then re-draw that smaller texture covering the whole screen.

    The easiest way I think is with the shader - less steps.