I see that the basic blur is copied from the standard Blur effect in Unity. Well - the standard Blur in Unity is slightly wrong (but we'll fix it in the next release)! It tries to do a pyramid filter Masaki Kawase style, but does not fully do it - so to get large blurs you require lots of iterations instead of 3 or 4.
- add int iteration parameter to FourTapCone
- inside, calculate offsets like: float offsetX = (.5F+iteration) / (float)source.width; and the same for offsetY.
- when calling FourTapCone from OnRenderImage, pass i as the iteration parameter.
- try something like 5 iterations and observe the difference :)
What a difference! Thanks a lot, Aras --Aarku 06:36, 9 May 2006 (GMT)