Blur

The Blur shader softens the canvas image using one of four blur algorithms. It uses a 2-pass rendering pipeline for separable blur types (Gaussian, Box) and specialized single-pass techniques for Radial and Zoom.

Parameters

Type

ValueEffect
GaussianClassic smooth blur with bell-curve falloff (default)
BoxUniform averaging — each pixel samples equally from neighbors
RadialCircular blur radiating from a center point, simulating rotational motion
ZoomDirectional blur radiating outward from center, simulating camera zoom

Radius

RangeDefaultStep
0–100101

The blur kernel size in pixels. Larger values produce stronger blur.

RadiusGaussian/BoxRadialZoom
1–5Subtle softeningSlight rotational smearMinimal zoom streaks
10–30Moderate blurNoticeable spinVisible zoom lines
50–100Heavy blurStrong circular motionDramatic zoom effect

Center X / Center Y

RangeDefaultStep
0–10.50.1

The center point for Radial and Zoom blur types, expressed as a fraction of canvas size:

ValuePosition
0, 0Top-left corner
0.5, 0.5Center (default)
1, 1Bottom-right corner
Info

Center X and Center Y only affect Radial and Zoom blur types. They have no effect on Gaussian or Box blur.

Keyframing

  • Type uses hold interpolation — snaps between blur modes
  • Radius, Center X, Center Y use numeric interpolation

Animation Ideas

  • Keyframe radius from 0 to 50 for a focus-pull effect
  • Animate center position for a moving focal point
  • Combine zoom blur with increasing radius for a warp-speed transition

Use Cases

  • Depth of field — Gaussian blur at moderate radius (10–20)
  • Dream sequence — Large Gaussian blur (30+) at low-to-moderate radius
  • Speed lines — Zoom blur from center, radius 20–40
  • Spinning transition — Radial blur with animated radius
  • Tilt-shift — Low Gaussian blur for miniature effect
  • Background softening — Apply during specific timeline sections when foreground action is the focus

Technical Notes

  • Gaussian and Box use a 2-pass separable pipeline: horizontal blur → vertical blur. This is significantly faster than a single-pass 2D kernel
  • Radial blur uses 129 samples (64 per side) along circular arcs from the center point for high-quality results
  • Zoom blur samples along radial lines from the center point outward
  • Center coordinates are normalized (0–1) and mapped to actual pixel positions at render time