lerp blur effect unity pro

Hi,

Is it possible to have the blur effect on the camera slowly lerp in when called, as its in C# I have no idea where to start as I’m doing all my work in .js

Any advice or help would be appreciated, thanks.

Well, I have modified the blur effect script to have a fade in option along with fade in speed, and max blur. You would need to create a new C# Script and name it Blur_MOD and place it in the Image effects folder. I have a public static int i for iterations if “Fade In” is enabled, and the effect’s “Blur Spread” equals i if fade is enabled. I’m not so sure about UnityScript, but if you wanted to disable automatic fade, just uncheck “Fade In” and access “i” from another script by using Blur_MOD.i

I’m not sure if it will work the same way since I’m not as good at UnityScript as I am C#. Here is Blur_MOD.cs

Hope this at least gets you somewhere with your concern.

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[AddComponentMenu("Image Effects/Blur_MOD")]
public class Blur_MOD : MonoBehaviour
{	
	public int iterations = 2;
	public static float i = 0;
	public bool fadeIn = false;
	public float fadeInSpeed = 2.0f;
	public float maxBlur = 3.0f;
	public float blurSpread = 0.0f;
	public Shader blurShader = null;	
	static Material m_Material = null;
	protected Material material {
		get {
			if (m_Material == null) {
				m_Material = new Material(blurShader);
				m_Material.hideFlags = HideFlags.DontSave;
			}
			return m_Material;
		} 
	}
	protected void OnDisable() {
		if( m_Material ) {
			DestroyImmediate( m_Material );
		}
	}	
	void FixedUpdate()
	{
	    if(fadeIn)
		{
			blurSpread = i;
			i+= fadeInSpeed * Time.smoothDeltaTime;
		}
		if(i >= maxBlur)
			i = maxBlur;
	}
	protected void Start()
	{
		if (!SystemInfo.supportsImageEffects) {
			enabled = false;
			return;
		}
		if (!blurShader || !material.shader.isSupported) {
			enabled = false;
			return;
		}
	}
	public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration)
	{
		float off = 0.5f + iteration*blurSpread;
		Graphics.BlitMultiTap (source, dest, material,
			new Vector2(-off, -off),
			new Vector2(-off,  off),
			new Vector2( off,  off),
			new Vector2( off, -off)
		);
	}
	private void DownSample4x (RenderTexture source, RenderTexture dest)
	{
		float off = 1.0f;
		Graphics.BlitMultiTap (source, dest, material,
			new Vector2(-off, -off),
			new Vector2(-off,  off),
			new Vector2( off,  off),
			new Vector2( off, -off)
		);
	}
	void OnRenderImage (RenderTexture source, RenderTexture destination) {		
		RenderTexture buffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0);
		RenderTexture buffer2 = RenderTexture.GetTemporary(source.width/4, source.height/4, 0);
		
		DownSample4x (source, buffer);
		
		bool oddEven = true;
		for(int i = 0; i < iterations; i++)
		{
			if( oddEven )
				FourTapCone (buffer, buffer2, i);
			else
				FourTapCone (buffer2, buffer, i);
			oddEven = !oddEven;
		}
		if( oddEven )
			Graphics.Blit(buffer, destination);
		else
			Graphics.Blit(buffer2, destination);
		
		RenderTexture.ReleaseTemporary(buffer);
		RenderTexture.ReleaseTemporary(buffer2);
	}	
}

which shader to attach with it?? blur shader parameter…