Can Three blur shaders need some improvements? Or do they need to stay simple for some reason?
The BlurPass
from the above postprocessing
package works great, and with less code (but still configurable if needed). Example, with no pixelation:
Can Three blur shaders need some improvements? Or do they need to stay simple for some reason?
The BlurPass
from the above postprocessing
package works great, and with less code (but still configurable if needed). Example, with no pixelation: