our nice blur amount slider and it's currently at zero so this problem looks perfectly normal and drag it and there you go we can see our effect start to happen so there you go just like that we have our nice slider right awesome so right now you can all really see how the effect works all we need to do is add two more directions going up and going down so back in the shadow graph here is our shader so far we have our two texture samples now all we need to do is actually duplicate this so let's duplicate both the samples as well as the telling offset then also duplicate the ad and let's also duplicate the construction of the vector and the negate so hit control D in order to duplicate and drag them all down here now the only difference for this sector is that instead of applying the molar amount on the X field which over here we're setting on the R we're going to apply it to the Y field which is going to be G so let's say this value in here and we're going to apply it into our gene and everything else is pretty much the same so over here we can already see if we put a large apparently there it is this one is shifted down this one is shifted up and there it is the ad okay so now we can take this output in here and we need to add it together with the horizontal so when you add note let's add this one on to this one and there it is now we have four directions and now we simply do it divided after this one except again in here we are using four sample textures so instead of dividing everything by two we divide everything by NUMBER_TOKEN and there it is our colors are now correct all right so that's pretty much it we have our blur on the x-axis and the employer on the y-axis let's test okay here's the sprite with the polar amount at zero so it looks perfectly normal all right now let's drag it up and there you can already see a very nice boring effect so if we increase it massively we can see how they diverge we see one above one down one right and one left all right awesome so just like this the effect already looks great and if you have performance limits this is probably good enough for most cases however let's try to push it one step further and blur on the diagonals as well so for that over here I'm going to do pretty much the same thing in simple form or textures except in this case on the diagonals
NO_SEGMENT_TOKEN