SegmentedRadialBlur

['Graphics', 'Unreal Engine']

This is a custom radial blur I built originally for my own game, but I ended up polishing it enough to also release it on the Marketplace. The effect isn’t just a simple blur—it can be segmented, meaning you can control how many slices of the blur you want and tweak things like intensity, radius, and color per segment. Under the hood, it’s all written as a custom view extension in Unreal Engine, so it integrates tightly into the rendering pipeline without the overhead of post-process materials. To keep it extremely fast, I implemented a custom downsample chain: instead of blurring at full resolution, it progressively downsamples and applies the blur in fewer pixels, then reconstructs the result back up. That keeps it lightweight and still looking sharp. The end result is a blur that runs in real time with almost no performance hit, while still giving tons of artistic control through a component interface.

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