@ruksov Sorry for the confusion. I've removed the second item from the list, as it makes no sense.
In general you always have the skeleton mesh as fixed drawing bounds. You can't blur outside the mesh triangles with a custom fragment shader which just changes the output pixel color. You would need to modify and expand the geometry to provide space for the extended blur area (which is not a good solution).
The other suggested solutions in Spinebot's posting remain valid. You could use a post-processing effect or render the skeleton to a RenderTexture
first (e.g. via the SkeletonRenderTexture
example component) and then draw the RenderTexture
to the screen using a blur shader. Note that the quad mesh drawing the RenderTexture
also needs to be slightly larger than the normal tight fit by a few texels (by the blur radius), which might require some additional coding to extend the SkeletonRenderTexture
class accordingly.
So the easiest solution is likely a screen space post processing effect.