Optimized blur for Unity using compute shaders with some examples. Works only for devices supporting compute shaders.
Blur with kernel caculated on start
Blur with kernel caculation on gpu in realtime
Example of use of dynamic Blur combined with postprocess
Simplified Blur without Gaussian distribution curve
- No support fot LWRP
- Not working corretly on Android
- Need some optymalization for mobile
AWP rifle by RGI https://www.youtube.com/channel/UCqpUhXDO7-6oE6-OLRQojng