Why is postprocessing blur effect very pixelated?

That’s a good idea for visual output, though in my case I am using the content of the canvas with CanvasTexture to use in a second scene. It isn’t the fastest way, but I do not have access to the renderer of the library that I am using so I can not modify its render targets in order to use render targets. More details at [SOLVED] Render second scene as texture on cube. What am I missing?

So I ended up using a CanvasTexture, putting it on a Mesh material, then passing that object into the other library’s APIs. This works without requiring access to the renderer.

Plus maybe you want to blur only inside of an object, then CSS blur is not helpful (limited to rectangles only).