So I am trying to simulate visual awareness in real time, basically I just want to blur the edges of the screen etc…
Question 1
What is the best way to make this work
Can people here help me or offer some resources for post-process effects?
Question 2
I noticed that post process will also affect any held weapon in view, how would I exclude the weapon from rendering before post?
Thanks, I have looked at that method, not really what I want, but close, I will look into HLSL, assuming that is the way to go?
Next to that, the effect will also influence any weapons carried in fps view, how do I avoid that?
is there a way I can mask out the gun? Or other meshes?
I’m just wondering if you could achieve something similar by placing a translucent material in front of the weapon that covers the whole screen and then doing something like a screen-space reflection node but dithered? Might chew up a lot of FPS though.
No, not if you do it as a Post Effect (which is pretty much the ONLY way to do it).
Look into CustomDepth, which is a way to render a mesh in a different depth pass and exclude it from certain Post effects, or add different post effects etc.