Hi,
Im using the following XML file to do a post processing blurr effect, this is equal to the Blurr example in
github.com/xamarin/Urho3D/blob/ … s/Blur.xml
<renderpath>
<rendertarget name="blurh" tag="Blur" sizedivisor="2 2" format="rgba" filter="true" />
<rendertarget name="blurv" tag="Blur" sizedivisor="2 2" format="rgba" filter="true" />
<command type="quad" tag="Blur" vs="Blur" ps="Blur" psdefines="BLUR9" output="blurh">
<parameter name="BlurDir" value="1.0 0.0" />
<parameter name="BlurRadius" value="1.0" />
<parameter name="BlurSigma" value="2.0" />
<texture unit="diffuse" name="viewport" />
</command>
<command type="quad" tag="Blur" vs="Blur" ps="Blur" psdefines="BLUR9" output="blurv">
<parameter name="BlurDir" value="0.0 1.0" />
<parameter name="BlurRadius" value="1.0" />
<parameter name="BlurSigma" value="2.0" />
<texture unit="diffuse" name="blurh" />
</command>
<command type="quad" tag="Blur" vs="CopyFramebuffer" ps="CopyFramebuffer" output="viewport">
<texture unit="diffuse" name="blurv" />
</command>
</renderpath>
I have a render to texture system setup, and i just append this XML to the standard viewport where i do my rendering, everything works as it should.
Now, is there a way for me to affect the BlurSigma value on this XML on a frame by frame basis? if so what would be the best way to achieve that?
EDIT: i have just read in the wiki that i can create a render path programmatically, i guess that is what i must do every frame but with different sigma values? or i guess just set the “BlurSigna” value with Viewport.RenderPath.SetShaderParameter??