This page has been translated automatically.
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.


This postprocess allows to apply Gaussian blur in a horizontal direction to separate materials, rather than the full screen. It is used as the first pass of the two-pass blurring.

To use Gaussian blur for the material, apply both post_hblur_mask and post_vblur_mask materials separated by a comma. (See how to use postprocess materials).

With per-material horizontal Gaussian blur   Without Gaussian blur
With horizontal Gaussian blur on a separate material
Without Gaussian blur


GUI name XML name Description
Mask mask Color mask for the material's auxiliary color. Use this mask to apply a postprocess only to materials with a certain auxiliary color value set.
Last update: 2020-07-31
Build: ()