This page has been translated automatically.
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

post_hblur_2d

This full-screen postprocess material represent the Gaussian blur in a horizontal direction. It is used as the first separate pass of the two-pass blurring.

Notice
For Gaussian blur, apply both post_hblur_2d and post_vblur_2d materials separated by a comma. (See how to use postprocess materials).

With horizontal Gaussian blur   Without Gaussian blur
With horizontal Gaussian blur
 
Without Gaussian blur
Last update: 2017-12-21
Build: ()