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godot shaders

Radial zoom blur toward a point

Streak the image toward or away from a screen point like a fast zoom or a speed burst, with no blur at the centre, adjustable strength, sample count and an optional brightness boost of the streaks.

Recorded render of Radial zoom blur toward a point

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • post_radial_zoom_blur.gdshader
  • preview.png
  • test_package.py
  • verification/native.json

How it works

Shader type
spatial
Render modes
unshaded, cull_disabled, depth_test_disabled, depth_draw_never, skip_vertex_transform, fog_disabled
Parameters
screen_texture (sampler2D), center_x (float = 0.5), center_y (float = 0.5), strength (float = 0.12), samples (int = 20), clear_radius (float = 0.15), streak_boost (float = 0.15)
Use it on
A MeshInstance3D with a 2 x 2 QuadMesh, `material.tres` as its material override and a large extra cull margin, as in `demo.tscn`.
Result
The scene streaking outward from the middle with the centre still sharp.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/post_radial_zoom_blur/

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • contract_static
  • engine_run
  • engine_log_clean
  • shader_in_scene
  • capture_written
  • render_not_uniform
  • shader_changes_pixels

Limits to consider

Streaks only sample what is on screen, so content entering from off screen does not streak in. Very high strength with few samples shows stepping. The pass reads Godot's screen texture after opaque geometry, so transparent objects drawn after it are not processed and its order among other transparent passes is not controlled.